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September 1, 2015
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Updates » Design
This Week in Video Game Criticism: From cat collection to Metal Gear codec calls  
by Kris Ligman [08.03.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the zen patience of Metal Gear Solid's codec calls to the feline indifference of mobile hit Neko Atsume.
Console/PC, Smartphone/Tablet, Indie, Design

Cat and mouse: How Bohemia bags cheaters in DayZ  
by Alex Wawro [08.03.15]
After studying them intently for some time, DayZ associate producer Eugen Harton shares lessons learned on how to detect and combat cheaters in your own game.
Console/PC, Design, GDC Europe

Advice on making believable VR games, from a Sony Morpheus dev 2
by Alex Wawro [08.03.15]
At GDC Europe today, SCEE's John Foster shared advice for fellow devs on making believable, enjoyable VR games based on his experiences crafting Project Morpheus demos like The London Heist.
Console/PC, Design, GDC Europe

How CD Projekt Red made crafting work with Witcher 3's dynamic economy 2
by Alex Wawro [08.03.15]
At GDC Europe, CDPR's Matthew Steinke offers a behind-the-scenes look at how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Console/PC, Design, GDC Europe

Gameplay vs. story: How to strike the balance you want 3
by Gamasutra Community [08.03.15]
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
Console/PC, Smartphone/Tablet, Design

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

What brings a virtual city to life? 6
by Katherine Cross [07.31.15]
"The truly magical thing about virtual cities is that they often imprint themselves on our lives in much the same way that physical geographies do." Columnist Katherine Cross examines where virtual worlds succeed--and fail.
Design

Ex-Blizzard creative chief Pardo: The quote-unquote 'MMO' is over 5
by Christian Nutt [07.31.15]
There are plenty of persistent online games, but the MMO as we know it just isn't possible (or desirable, if avoidance of the term is any indication).
Console/PC, Social/Online, Design, Business/Marketing

Pursuing positivity: A personal game-making journey  
by Gamasutra Community [07.31.15]
"Making a dream come true is constant and hard work… and absolutely thrilling. We hope you’re able to make use of this article to benefit your own journey."
Smartphone/Tablet, Design, Production

Retro RPG aspirations: The story behind procedural game Malevolence  
by Gamasutra Community [07.31.15]
"Malevolence explains its world in an intro­ductory scenario, but it doesn’t have a prewritten story beyond that. The game is set in a dream world."
Console/PC, Indie, Design

Using a 'razor' to make a lean, focused game 10
by Gamasutra Community [07.31.15]
"The name comes because it helps you identify and cut unnecessary features. It is however a slight misnomer because it also helps you design them, and generally keep the creative team on track."
Console/PC, Design

Uncovering innovation in the hidden picture genre Exclusive 2
by Bryant Francis [07.31.15]
Serbian studio Eipix proves that there's a lot of innovation happening right now in the genre known as HOPA (hidden object puzzle adventures). You just have to know where to look for it...
Console/PC, Smartphone/Tablet, Design, Exclusive

The difficulty with game difficulty: Advice from the 2015 Game Career Guide Exclusive  
by Staff [07.30.15]
Looking for advice on how to tackle game difficulty? Klei Entertainment designer and programmer James Lantz offers a slew of practical advice on the topic, in our free-to-download Game Career Guide.
Console/PC, Design, Exclusive

Fear and change: How making the hard decision saved our game 2
by Gamasutra Community [07.30.15]
"A clear lesson we learned from this painful process was this; If no amount of adjustments fixes the problem, you have a fundamental issue which you must address first."
Indie, Design, Production

GDC 2016 opens call for papers, welcomes new board member Amy Hennig  
by Staff [07.30.15]
Heads up game devs: GDC 2016 officials have opened the Call for Papers, running until August 27th, and added new advisory board member Amy Hennig.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

New VRDC virtual reality conference will debut at GDC 2016  
by Staff [07.30.15]
Game Developers Conference officials are proud to debut a new standalone Virtual Reality Developers Conference (VRDC) that will take place March 14th and 15th in San Francisco alongside GDC 2016.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Writing a more compelling game narrative 15
by Gamasutra Community [07.30.15]
"The majority of people never get anywhere close to the end of games. It’s much easier to start a great story if you don’t have to worry about where you’re going with it. We all deserve what we keep falling for."
Console/PC, Indie, Design

Tips and trends in making escape games 2
by Gamasutra Community [07.30.15]
"I frequently get asked for help on designing these games. So I decided to answer some of the most frequent issues that people inquire about from general tips, to trends, to how much to charge."
Indie, Design, Production, Business/Marketing

Freddy's dev: Focus on your own success, don't tear others down 2
by Alex Wawro [07.29.15]
In a rare public post, Five Nights At Freddy's dev Scott Cawthon publicly admonishes his critics and asks 'haters' to turn their passion towards creating things, rather than tearing others down.
Indie, Design, Business/Marketing

Sponsored: Professional game development tools 4
by Dave Voyles, Sr Tech Evangelist, Microsoft [07.29.15]
Microsoft tech evangelist Dave Voyles runs down the tools that every professional game developer should know about.
Programming, Design, Production, Microsoft Sponsored