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April 26, 2015
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Updates » Design
Get a job: Cloud Imperium Games is hiring a Script Supervisor  
by Staff [03.20.15]
The house responsible for Star Citizen is hiring an experienced script supervisor to manage dialog and motion capture alongside the team at the the company's U.K. headquarters in Manchester, England.
Console/PC, Design, Recruitment

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Cliff Bleszinski's game developer flashcards 89
by Cliff Beszinski [03.20.15]
Boss Key founder and Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies game developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Video: Nier director discusses making weird games for weird people 2
by Staff [03.20.15]
At GDC 2014 Taro Yoko, director of games like Nier and the Drakengard series, talked about the process he uses to create worlds and stories that get noticed and foster dedicated fans.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Rethinking the trinity of MMO game design 55
by Brian Green [03.19.15]
In this classic feature, designer Brian Green pulls at the MMO trinity -- Tank/Healer/DPS -- to examine whether this pillar of combat design can be pulled apart, modified, or fundamentally changed.
Console/PC, Social/Online, Design

Depth versus complexity: A design analysis of Ikaruga and Radiant Silvergun 13
by Gamasutra Community [03.19.15]
An in-depth design analysis of Treasure's twin shooter classics -- one that gets to the heart of the question: "What tools do we have to evaluate depth and complexity?"
Console/PC, Design

Video: Improving romance in games with rivalry and respect  
by Staff [03.18.15]
During the GDC 2014 Narrative Summit, writer Chris Dahlen took to the stage to explore new models of building affinity between your characters that introduce more surprise, tension and challenge.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

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