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December 19, 2014
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December 19, 2014
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Updates » Design
On prototyping and coding your own ideas 15
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Video: The trial by fire of making Little Inferno  
by Staff [11.19.14]
Speaking at GDC 2014, Tomorrow Corporation cofounder Kyle Gray expounded on lessons learned in the making Little Inferno, ' a satirical fireplace simulator with a deep, dark secret.'
Indie, Design, Video, Vault

Don't Miss: Sonic co-creator Hirokazu Yasuhara on good game design 20
by Brandon Sheffield [11.19.14]
Yasuhara has a great design philosophy which he espouses in this classic interview, complete with his original notes and illustrations, alongside a history lesson on the Sonic series.
Console/PC, Design

The VR frontier: What's the future of virtual reality games? 1
by Gamasutra Community [11.19.14]
"Which kind of platform is VR? Is it 'the same thing but better,' or something qualitatively different than traditional video games?"
Console/PC, Indie, Design, VR

Dissecting progress 7
by Gamasutra Community [11.19.14]
"Whatever forms of progress you may find in or design for any particular game, be wary: Do they pursue conflicting goals? Or can they co-exist peacefully? Maybe they can even support each other."
Console/PC, Design

Randomness, serendipity, and gamification 3
by Gamasutra Community [11.19.14]
"When planning your user journey, think of ways to take people out of the predictable linear from time to time. Give Free Spirit Explorers something to look forward to!"
Smartphone/Tablet, Design

Monster Strike: Why Street Fighter II's producer will 'never' return to consoles 11
by Christian Nutt [11.19.14]
For decades, Yoshiki Okamoto was one of Capcom's most renowned developers -- but after a mobile hit, he tells Gamasutra that console games are "just not something I want to deal with anymore."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Get a job: Design vehicles for Just Cause developer Avalanche  
by Staff [11.18.14]
Avalanche Studios, the NY-based company currently working on Just Cause 3, is looking to hire a vehicle designer to lay out and tune vehicles in an open-world game for PC and consoles.
Console/PC, Design, Recruitment

Don't Miss: Level design tips from John Romero and other experts 1
by Marc Saltzman [11.18.14]
In this classic Game Developer feature, the world's top level designers (including developers of Doom, Quake and more) offer advice on what makes or breaks level architecture in 3D game design.
Console/PC, Design

Blog: Here's an idea - Give players stupid choices 16
by Gamasutra Community [11.18.14]
"It'd be interesting to see games with 'stupid choices' where outcomes are not clear at all. I see no reason why we need to lay out everything in front of players."
Console/PC, Indie, Design

Mutatio ex fabula: Creating interactive plot twists 3
by Gamasutra Community [11.18.14]
"Mutatio ex fabula refers to 'changes from the story.' Itís the process of adapting storytelling elements to interactive media -- plot twists as a narrative formula in a video game narrative dynamic."
Console/PC, Design

Q&A: When toy cars are infused with traditional game design Exclusive 2
by Mike Rose [11.18.14]
Earlier this year, robotics company Anki hired Joby Otero, a 23 year video game industry veteran, to help spearhead its Anki Drive project. I spoke with Otero about the design behind Anki Drive, and where he plans to take it now that he's onboard.
Console/PC, Design, Business/Marketing, Exclusive

This Week in Video Game Criticism: From Bayonetta to Beyonce and from Shakespeare to Twine Games  
by Kris Ligman [11.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging intersections of Shakespeare and gameplay to the pop musicality of Bayonetta 2.
Console/PC, Indie, Design

'You can't get caught up in making games for yourself' 20
by Christian Nutt [11.17.14]
Enix America existed in the NES and SNES eras before shutting down. Producer Robert Jerauld talks lessons and history in a new interview -- and spills the beans on a Dragon Quest localization that wasn't.
Console/PC, Design, Business/Marketing, History

Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Warren Spector interviews Sid Meier about game design Exclusive 1
by Staff [11.17.14]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another to talk a bit about the creative and practical aspects of game design.
Console/PC, Design, Exclusive

Blog: From never coding to making a game in Unreal Engine 4 5
by Gamasutra Community [11.17.14]
"It took me 5 months to go from ZERO to ONE! 5 Months ago I decided to dive deep into game development. Something deep down was telling me I needed to understand all facets of game development."
Smartphone/Tablet, Indie, Programming, Design, Production

Blog: Taking a critical look back at Super Mario World 9
by Gamasutra Community [11.17.14]
"Most of all, Iím not enthusiastic about World because I donít think its level design matches the level of quality seen in the NES trio. For me, this lack is mostly a result of the newer mechanics it ignores."
Console/PC, Design

Embrace the apocalypse: Why competitive endgames and server resets make sense 11
by Gamasutra Community [11.17.14]
"When I was first confronted by the idea of a server-ending apocalyptic endgame, I was sad about losing all the stuff I worked so hard to build. But then I figured nothing lasts forever."
Console/PC, Social/Online, Indie, Design

Video: The impact of 0.2 seconds on balancing Halo 3's sniper rifle  
by Staff [11.14.14]
At GDC 2010, Bungie designer Jaime Griesemer reveals how changing the time between shots of the Halo 3 sniper rifle by 0.2 seconds had an incredibly outsized effect on the game's design.
Console/PC, Design