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February 12, 2016
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February 12, 2016
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Updates » Design
'You've got to make something that you love' - Designing Dangerous Golf 2
by Alex Wawro [01.26.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's new studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Come to GDC for a postmortem look at the making of Alphabear  
by Staff [01.26.16]
David Edery, CEO of multifaceted development studio Spry Fox, will be delivering an earnest postmortem of the studio's popular mobile puzzle game Alphabear at GDC 2016 in March.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

Don't Miss: An architect discusses her work on The Witness 16
by Deanna Van Buren [01.25.16]
In this blog post, Deanna Van Buren of FOURM design studio discusses the role that architects and landscape architects played in creating the world of The Witness.
Console/PC, Indie, Art, Design

Q&A: Jon Ingold on Sorcery! and crafting interactive fiction  
by Konstantinos Dimopoulos [01.25.16]
'The end of the Sorcery! epic is our focus for the moment; it's a bittersweet feeling to be coming to the end of the series after nearly 1.5 million words.'
Console/PC, Indie, Design, Production, Video

Don't Miss: The character design of Blade & Soul is all about flow 5
by Brandon Sheffield [01.25.16]
In this classic 2010 interview, conducted in his native Seoul, Korean game developer Hyung-Tae Kim discusses his process, his thoughts on anatomy and character, and his influences.
Console/PC, Social/Online, Art, Design

The influence of music on the perception of difficulty 1
by Gamasutra Community [01.25.16]
"So what I set out to prove was, does the player feel like the game is getting harder when the music changes while playing? The setup for the test was quickly established."
Console/PC, Smartphone/Tablet, Indie, Audio, Design

Balancing a game the right way: Make stats designer-facing 3
by Gamasutra Community [01.25.16]
"My variables made logical sense for the game code, but not for the designer. I set out to rename all my stats, shifting from 'how does this work' to 'what makes most sense to me?'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Come to GDC 2016 and attend a design postmortem of Darkest Dungeon  
by Staff [01.25.16]
Red Hook Studios cofounder Tyler Sigman will be at GDC 2016 to deliver an insightful postmortem of how the game was designed, and how it evolved through its time on Early Access.
Indie, Design, GDC

New ideas from studying the past: A chat with Street Fighter producer Ono  
by Christian Nutt [01.25.16]
Street Fighter V's development motto translates as "developing new ideas based on study of the past," and series producer Yoshinori Ono explains just what that means for the franchise -- and the industry.
Console/PC, Design, Production, Business/Marketing

Classic Q&A: Emotions and war in Valkyria Chronicles 4
by Brandon Sheffield [01.25.16]
With Sega's announcement of Valkyria Chronicles Remastered for PS4, we revisit this 2008 interview with the original game's producer Ryutaro Nonaka and director Shuntaro Tanaka.
Design, Production

Avoiding the 'tagalong trap' in co-op game design 1
by Gamasutra Community [01.25.16]
"Creating an engaging co-op experience comes down to carefully understanding the roles the characters play, and balancing their involvement throughout the experience." Here are some tips and lessons learned.
Console/PC, Indie, Design

Road to the Student IGF: Chambara by Team OK Games  
by Chris Baker [01.25.16]
This impressive student game uses its limited color palette to create a striking aesthetic...and to create a unique local multiplayer combat experience.
Indie, Design, Production, Business/Marketing, IGF

Video: Using iterative level design to ship Skyrim and Fallout  
by Staff [01.22.16]
At GDC 2014, Bethesda's Joel Burgess took to the stage to share insights into the iterative approach used by Bethesda's level design team plan, implement, test and polish massive amounts of content.
Console/PC, Design, Production, Video, Vault

Road to the IGF: Northway Games' and Radial Games' Fantastic Contraption  
by Bryant Francis [01.22.16]
The team at Northway Games discuss the creation of creating a bizarre yet utterly intuitive gizmo creation game that takes full advantage of the VR capabilities of the HTC Vive.
Programming, Audio, Design, Production, IGF

The secret of The Legend of Legacy 13
by Christian Nutt [01.22.16]
Gamasutra editor Christian Nutt writes: "The Legend of Legacy is absolutely is one of my favorite games of 2015, and it is overlooked, misunderstood, and maligned."
Console/PC, Design

Don't Miss: How BioWare addresses sexism and sexuality in games 39
by Staff [01.22.16]
In this classic 2013 presentation, one-time Dragon Age lead writer David Gaider takes a look at how BioWare's romantic characters evolved from Baldur's Gate II to the Dragon Age series.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Emotions and mechanics: Lessons about pride  
by Gamasutra Community [01.22.16]
"In sum, when considering being proud, consider three keywords: Efforts from players, Outcomes by efforts, Evaluation on outcomes. Puzzles and accumulative progress enhance the feeling of being proud."
Console/PC, Smartphone/Tablet, Indie, Design

The design of episodic games 4
by Gamasutra Community [01.22.16]
"Episodic games rely on strong narration, a skill which is not common among game designers. I will share with you my vision and my recommendations on the best practices on storytelling for this game format."
Console/PC, Design

Dev think-tank looks to solve game design's 'toughest problems'  
by Chris Kerr [01.22.16]
Project Horseshoe, an invitation-only think-tank style conference that aims to address the challenges of modern game design, has published its official 2015 report.
Programming, Art, Design