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July 7, 2015
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Updates » Design
Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production

Blog: Why The Witcher III is a step forward for ethnic diversity in games 69
by Gamasutra Community [06.08.15]
"I sympathize with Moosa, and agree that diversity in games is generally pretty dismal. But in targeting The Witcher 3, I believe that Moosa ... has inadvertently attacked the very diversity he seeks to promote."
Console/PC, Design

This Week in Video Game Criticism: From race in Witcher 3 to local level design 4
by Kris Ligman [06.08.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from race politics of The Witcher 3 to a philosophy of local level design.
Console/PC, Indie, Design

Implementing an enemy spawn system inspired by Left 4 Dead 1
by Gamasutra Community [06.08.15]
"The enemies are spawned by a central entity that monitors past spawned waves and player behavior. The system uses a weighted randomized mechanism to choose their location, numbers and attributes."
Console/PC, Indie, Programming, Design

Taking a game and making it better: Our incremental approach to improvement 5
by Gamasutra Community [06.08.15]
"You should not be afraid to throw away months of work in case that new, better ideas show up. In most cases, it pays off.
Console/PC, Indie, Design, Production

A 'method acting' approach to designing casual games 2
by Gamasutra Community [06.08.15]
" In designing commercial casual games, we often have to take the wants, needs, understanding and lifestyle of our players into deeper consideration."
Smartphone/Tablet, Design

Get a job: Be a Multiplayer Game Designer at Boss Key  
by Staff [06.05.15]
The new studio founded by Cliff Bleszinski and Arjan Brussee seeks a multiplayer game designer to work on its upcoming sci-fi shooter alongside the team at the Raleigh, NC Boss Key HQ.
Console/PC, Design, Recruitment

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Opinion: Finding meaning in Darkest Dungeon's narrative design  
by Katherine Cross [06.05.15]
Red Hook Studios' Darkest Dungeon illustrates how a game's narrative doesn't need volumes of lore to be meaningful to players, says columnist Katherine Cross.
Indie, Design

Windward is what happens when Sid Meier says it's ok to 'copy' his game 3
by Kris Graft [06.05.15]
When Sid Meier spoke at GDC one year about the virtues of borrowing ideas from other games, Michael Lyashenko asked him if he could "copy" Sid Meier's Pirates!. Meier said yes, so he did.
Console/PC, Indie, Design

Exorcising game development demons with The Magic Circle 2
by Phill Cameron [06.05.15]
We talk to Question, made up of Jordan Thomas, Kain Shin and Stephen Alexander, about The Magic Circle, and how it exposes the frustrations of game development.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Epic offers $60k in prizes for the best winery built with UE4  
by Alex Wawro [06.04.15]
Unreal devs have a shot at claiming some portion of the $60k prize pool Epic Games is putting up for architectural blog Ronen Bekerman's "The Vineyard" Unreal Engine 4 visualization challenge.
Console/PC, Design

Don't Miss: Naughty Dog's Uncharted 2 enemy AI design secrets 15
by Benson Russell [06.04.15]
In this timeless 2010 feature Naughty Dog combat designer Benson Russell delves into the techniques the studio devised for its combat AI, and how those evolved from the original Uncharted game.
Console/PC, Programming, Design

An industry lifecycle 10
by Gamasutra Community [06.04.15]
Raph Koster on how platforms arise and are defined: New platforms are "distinguishing characteristic is that it is worse at the old sorts of games than the existing platforms, but better at something new."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Speaking the common language of players 3
by Gamasutra Community [06.04.15]
Keith Burgun explains why -- despite hard-core fans and great reviews -- he feels that he must add a single-player quest mode to Auro to attract players.
Console/PC, Smartphone/Tablet, Indie, Design

Windows to the soul: Fove makes a case for eye-tracking VR games 5
by Alex Wawro [06.03.15]
One of the co-founders of eye-tracking VR headset startup Fove chats with Gamasutra about why eye-tracking is important in VR development, and how game makers can tap it as a useful source of input.
Console/PC, Design, Business/Marketing

10 things you should know about ... designers 23
by Gamasutra Community [06.03.15]
When working with designers, here's a short but crucial list of things to know -- "what we feel and hide from each other as we collaborate on a game."
Console/PC, Design, Production

Valve's Chet Faliszek on VR development: 'We don't know anything' 2
by Alex Wawro [06.03.15]
Valve's Chet Faliszek delivers a compact 20-minute talk at Slush Play 2015 about Valve's approach to VR development, which (for now) seems to be all about experimentation and knowledge-sharing.
Console/PC, Design, Video

The fine details of building a small-scale, exploratory platformer for mobile 3
by Gamasutra Community [06.03.15]
An in-depth postmortem of Nubs' Adventure, a charming 2D platformer for mobile -- with detailed breakdowns of how the production went, including time spent developing.
Smartphone/Tablet, Programming, Art, Design, Production