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February 10, 2016
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February 10, 2016
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Updates » Design
Riding the rails to GDC: A Q&A with Train Jam conductor Adriel Wallick  
by Staff [01.19.16]
There's another Train Jam happening on the way to GDC this year, and GDC 2016 officials speak to organizer and game developer Adriel Wallick about where the Train Jam came from -- and where it's headed.
VR, Console/PC, Smartphone/Tablet, Indie, Design, GDC

Blog: Narrative negative space in games  
by Gamasutra Community [01.18.16]
"I have a strong belief that the player can, when encouraged to, create and embrace a variation of the character they are playing. But it’s really on the designers to allow for that to naturally grow and be encouraged."
Console/PC, Design

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

Dragon Age companions: Social cognition and decision-making 2
by Gamasutra Community [01.18.16]
"Players often seek the approval of their party members... but why? In terms of gameplay, there is little to be gained from their approval."
Console/PC, Design

Tip: Don't be afraid to cut features!  
by Gamasutra Community [01.18.16]
"It's all too easy to add new features. What's a lot harder is really looking at the design and deciding where and when it is time to cut something."
Console/PC, Smartphone/Tablet, Indie, Design

Let's talk about That Dragon, Cancer 2
by Gamasutra Community [01.18.16]
"I spent a lot of the game laughing, perhaps nearly as much as I spent in tears. It’s not just an endless chain of sad or frustrating moments strung together; there are also moments of silliness and joy."
Console/PC, Indie, Design

Get a job: Remedy is hiring a Lead Designer  
by Staff [01.15.16]
The studio working on Quantum Break is looking to bring on an experienced game designer to work in a lead role on its projects at its headquarters in Finland.
Console/PC, Smartphone/Tablet, Design, Recruitment

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

Don't Miss: How Capcom tackled Western fantasy with Dragon's Dogma 5
by Christian Nutt [01.15.16]
In this 2011 chat, Dragon's Dogma director Hideaki Itsuno & producer Hiroyuki Kobayashi talk about how the team that made Devil May Cry 4 ended up on a road inspired by Lord of the Rings.
Console/PC, Design, Production, Business/Marketing

Building tension through game mechanics 7
by Gamasutra Community [01.15.16]
Making a scary game isn't just about art and narrative. Really frightening games employ game mechanics specifically designed to induce tension through play.
VR, Design

John Romero just released his first Doom level in over two decades 3
by Alex Wawro [01.15.16]
Veteran game developer John Romero took to Twitter today to spread the word that he's made a new Doom level, E1M8B, something he says he hasn't done in over twenty years.
Console/PC, Design

Attend GDC for Epic insight into the psychology of player engagement  
by Staff [01.15.16]
Epic Games' director of user experience explains how neuroscience can influence game design in one of the many great Design talks happening at GDC 2016.
Console/PC, Design, GDC

Mixing mind control and stealth in Tidal Affair: Before the Storm  
by Joel Couture [01.15.16]
Vancouver studio Overcurfew discuss how they designed and balanced a stealth game in which the hero can manipulate enemies with her mind.
Indie, Design, Production, Video

The tale of developing top-5 Ludum Dare entry Mobsferatu  
by Gamasutra Community [01.14.16]
"We spent three days working a lot of extra hours on a side project and it was really worth it: not only because we loved what we had achieved, but also because we are the 5th game in the Overall category!"
Indie, Programming, Design, Production

Blog: A video game tribute to the feminine 15
by Gamasutra Community [01.14.16]
Inspired by his daughter's birth, one dev makes a "feminine" game: "Gratifying violence sells, and a female protagonist in an action game is considered out of place; but then this is exactly what we’re trying to fix."
Indie, Design

Don't Miss: How 2 Torchlight devs learned new tricks making Rebel Galaxy 2
by Alex Wawro [01.14.16]
Last year veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Road to the IGF: Hanako Games' Black Closet  
by Alex Wawro [01.14.16]
Gamasutra kicks off its 2016 Road to the IGF series of interviews with IGF award-nominated devs by chatting with Georgina Bensley about her remarkable schoolgirl noir mystery game Black Closet.
Indie, Art, Design, Production, IGF

The Game Design Challenge returns for GDC's 30th anniversary show 1
by Staff [01.14.16]
GDC 2016 organizers are pleased to confirm that the ever-popular Game Design Challenge is coming back for GDC's special 30th anniversary show.
Console/PC, Design, GDC

An assault on Clash of Clans? An analysis of Gods of Olympus 2
by Gamasutra Community [01.14.16]
The nitty-gritty: "Whilst the lack of mechanics such as timers and armies might cause a lower payer LTV compared to games like Clash of Clans, I believe it gives itself a better chance to attract and retain players."
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: How Gone Home's design limits lead to a potent story 12
by Leigh Alexander [01.13.16]
Gone Home is elegant narrative, but as a work of design, it's equally so. In this classic feature, Fullbright's Steve Gaynor explains the human story born from a history of environmental design.
Indie, Art, Design