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Updates » Design
The Designer's Notebook: Bad Game Designer, No Twinkie! XV 31
by Gamasutra Community [12.23.14]
Want to know what mistakes game designers are making? An all-new compendium of egregious game design errors for 2014, 15th in the series that began in 1998.
Console/PC, Smartphone/Tablet, Design

Dark Souls user patch taken down by a DMCA issued by Bandai Namco  
by Phill Cameron [12.23.14]
UPDATE Takedown was in error. Efforts being made to reinstate the patch.
Console/PC, Design, Business/Marketing

Using systems to explain systemic problems in Parable of the Polygons 5
by Phill Cameron [12.23.14]
Nicky Case and Vi Hart talk to Gamasutra about Parable of the Polygons, an interactive article to show how small personal discriminatory bias can lead to a large amount of segregation.
Console/PC, Indie, Programming, Design

Q&A: Emotional game design with D4 developer SWERY 6
by Alex Wawro [12.23.14]
Hidetaka "SWERY" Suehiro chats with Gamasutra about the development of D4, his thoughts on evoking empathy from players and how developers can make better games through "sensory replication."
Console/PC, Design, Production

This Week in Video Game Criticism: From Maps to Pigeon Murder Mysteries  
by Kris Ligman [12.22.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the ubiquity of maps in modern games to the secret storyline of Hatoful Boyfriend.
Console/PC, Indie, Design

Video: Eugene Jarvis delivers a postmortem of Robotron: 2084 1
by Staff [12.22.14]
Industry veteran and Raw Thrills cofounder Eugene Jarvis delves into the design of his seminal arcade game during this upbeat classic game postmortem of Robotron: 2084 at GDC 2014.
Console/PC, Design, Video, Vault

Advice for new Gear VR developers 4
by Gamasutra Community [12.22.14]
"For the past year, I’ve been developing a game which just launched on Samsung’s Gear VR headset. Now that the Gear VR is out in the wild, I thought I should share advice with other devs."
Smartphone/Tablet, Indie, Design, VR

Gamasutra's Best of 2014: 'F2P mobile games I'm still playing for some reason' 1
by Brandon Sheffield [12.22.14]
"I know exactly why I'm playing these games, but that old pretense that free-to-play games aren't 'real' is still fun to play with. They're designed to retain players."
Smartphone/Tablet, Design, Business/Marketing

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Kerbal Space Program postmortem coming to GDC 2015  
by Staff [12.22.14]
Kerbal Space Program creator Felipe Falanghe is coming to GDC 2015 to share the story behind the development of KSP through its many updates, and what it takes to succeed on Early Access.
Console/PC, Design

KerbalEdu receives its first major update  
by Phill Cameron [12.22.14]
Kerbal Space Program's developer Squad and TeacherGaming have released the first major update to KerbalEdu, adding a mission editor, force arrows display and a flight recorder.
Console/PC, Indie, Design, Business/Marketing

Making Before: A 'collective consciousness game' of survival  
by Phill Cameron [12.22.14]
We talk with Bill Lowe, creator of Before, about developing a group-survival sim, signing with Facepunch studios, and getting featured at The Game Awards.
Console/PC, Indie, Design, Business/Marketing

Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 6
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Console/PC, Indie, Design

On 'comprehensive game criticism' and plastic ghosts of the past 6
by Gamasutra Community [12.19.14]
A step toward formulating a useful game criticism, by looking at a weird, old game: "The first word that comes to mind when I think of Perfect Dark: 'bloated.' It's also highly hypocritical, game design-wise."
Console/PC, Design

Get a job: Oculus VR is hiring a Gameplay Engineer  
by Staff [12.19.14]
Got a passion for virtual reality? Oculus VR is looking for an experienced developer to join the team in its Seattle, WA office and work on creating "game-like experiences" for the Oculus Rift.
Console/PC, Design, Recruitment

Video: How games reflect the tension between our hearts and minds 1
by Staff [12.19.14]
In a wide-ranging GDC 2014 talk, NYU Game Center chief Frank Lantz explored how games are made, played and talked about in an effort to better understand the ways in which people look at the world.
Console/PC, Design, Video, Vault

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 8
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

What can F2P developers learn from premium games? Find out at GDC  
by Staff [12.19.14]
Free-to-play and premium games may have different business models, but they can still share similar aspirations when it comes to excellent design. Learn what F2P can learn from P2P at GDC 2015.
Social/Online, Design, GDC

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 3
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Console/PC, Smartphone/Tablet, Indie, Design

Mining data to understand Street Fighter's balance and meta-game 4
by Gamasutra Community [12.19.14]
"This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques."
Console/PC, Design