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April 18, 2015
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Updates » Design
Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: What Loom can teach us about game design, 25 years later 4
by Gamasutra Community [03.18.15]
A developer who spent time at Pixar and Disney reflects on how Brian Moriarty's Loom can still teach us practical lessons about how to weave an elegantly simple game with depth and character.
Console/PC, Design

Being a responsible (and successful) Early Access developer Exclusive 3
by Phill Cameron [03.18.15]
We look into the considerations and responsibilities involved in running and maintaining a successful Early Access game.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Get a job: Big Huge Games is hiring a Senior Designer  
by Staff [03.17.15]
Baltimore-based Rise of Nations developer Big Huge Games is looking for an experienced game designer to head up the upcoming worldwide release of its mobile game DomiNations.
Smartphone/Tablet, Design, Recruitment

Don't Miss: Captain Toad and the core of Nintendo game design 24
by Christian Nutt [03.17.15]
What makes the design of a game like Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work? This blog by Christian Nutt offers an answer.
Console/PC, Design

Blog: How to create an addictive puzzle game 2
by Gamasutra Community [03.17.15]
A developer and admitted puzzle addict offers "a bunch of advice on how to make your match-three game more exciting and make me and many other players eager to come for more."
Smartphone/Tablet, Design

Creating a 'world of infographics' in Metrico 1
by Gamasutra Community [03.17.15]
A look at how Roy van de Mortel tackled the challenge of creating gameplay that changes the "abstract" world of Metrico -- from conception to completion.
Console/PC, Indie, Design

Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The fundamental pillars of a good combat system 26
by Sébastien Lambottin [03.16.15]
"With the help of other designers, I have decided to gather and formalize what knowledge I can on the fundamental rules in designing a combat system. This article is the result of that exercise."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Zach Barth's SpaceChem postmortem  
by Staff [03.16.15]
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
Console/PC, Programming, Design, Production, Video, Vault

This Week in Video Game Criticism: The Limits of Games with Stories  
by Kris Ligman [03.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the limits of games with stories to the psychological effects of game violence.
Console/PC, Social/Online, Indie, Serious, Design, Production

An introduction to Twine, for game developers 14
by Gamasutra Community [03.16.15]
Insomniac Games designer Liz England tackles the question "What is Twine?" from the perspective of the curious but under-informed game developer, with a look the tool and games, too.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

Obituary: Play research pioneer Brian Sutton-Smith 1
by Christian Nutt [03.13.15]
The influential educator and researcher, often cited by those doing work in the field of play, passed away at the age of 90 late last week.
Console/PC, Design

What a game demands for a win: Skill, luck, yomi 25
by Gamasutra Community [03.13.15]
"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game."
Console/PC, Indie, Design

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Video: Building the touchy-feely world of Tearaway  
by Staff [03.13.15]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

150 books for game devs 11
by Gamasutra Community [03.13.15]
"We have been building a big list of books about video games. It features more than 150 books dealing with the history of videogames, biographies, Game Design, Serious Games, videogames studies & analysis..."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

Murder school: Crafting Danganronpa to surprise players 1
by Christian Nutt [03.13.15]
The series' writer/director Kazutaka Kodaka dives into his approach to game writing and development in this extensive new interview on the award-winning, cult-hit franchise.
Console/PC, Design

Don't Miss: Why Hotline Miami is an important game 29
by Gamasutra Community [03.12.15]
In this classic blog post, Vlambeer's Rami Ismail investigates "how Hotline Miami is many things in many ways, but how it executes all of them through methods only videogames can employ."
Indie, Design