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September 23, 2014
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September 23, 2014
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Updates » Design
GDC Next adds ADC talks on second-screen design, mobile commerce  
by Staff [08.20.14]
Fresh talks on designing second screen experiences and mobile-friendly storefronts join the lineup of ADC talks at the future-focused GDC Next, which will be held in L.A. this November.
Smartphone/Tablet, Design, Business/Marketing, ADC

Bringing back Shadowgate 10
by Gamasutra Community [08.20.14]
The story of the return of a classic, and the decisions that go into making a game fresh but still please fans who've loved it since the 1980s.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How I made a game with my kids 4
by Gamasutra Community [08.20.14]
A developer tells the story of how his seven year old son's idea for a game called "Bees Get Dead" resulted in Beetastic, developed with his two kids and launched for iOS.
Smartphone/Tablet, Art, Design, Production

Blog: How control schemes standardized gameplay 7
by Gamasutra Community [08.20.14]
On the standardization of controls: "On one hand making it a lot easier to play multiple games, but on the other hand it makes games that stray from the beaten path stick out like a sore thumb."
Console/PC, Design

How do you innovate with zombies? Dying Light searches for the answer Exclusive 3
by Mike Rose [08.20.14]
I spoke with Maciej Binkowski, lead game designer on Dying Light, about finding innovation in a genre that appears to have already been beaten to death.
Console/PC, Design, Business/Marketing, Exclusive, Video

Video blog: 'We just need to stick to our guns, to our creativity' 3
by Gamasutra Community [08.19.14]
Paul Taylor of Mode 7 Games offers some thoughts about the commercialization of indie touched off by his visit to Gamescom last week.
Console/PC, Indie, Design, Business/Marketing

GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The origins of Archmage Rises, and how popularity followed 5
by Gamasutra Community [08.19.14]
After making a splash with his blog post "Why I've said goodbye to mobile in favor of PC," Archmage Rises dev Thomas Henshell explores where his game came from and where it's going.
Console/PC, Indie, Design, Business/Marketing

Designing a 2D jump 8
by Gamasutra Community [08.19.14]
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics.
Console/PC, Indie, Programming, Design

Composition in level design: An in-depth examination 9
by Gamasutra Community [08.19.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

This Week in Video Game Criticism: From Critical Let's Plays to a History of Mobile Games  
by Zolani Stewart [08.18.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing  
by Staff [08.18.14]
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

For developers, the hardest path yields more XP 4
by Gamasutra Community [08.18.14]
"Do not listen to people who are afraid of failure." -- that's the mantra of designer Mark Venturelli, who offers tips on the hard road to becoming a better game designer.
Console/PC, Indie, Design

Don't Miss: How Blizzard makes games like Diablo III Exclusive 19
by Christian Nutt [08.18.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

Itís in the game: A brief look at Game Transfer Phenomena 16
by Gamasutra Community [08.18.14]
Psychologist Mark Griffiths on how sometimes, players can experience thoughts and experiences from inside of the game -- outside of the game.
Console/PC, Design, Business/Marketing

Blog: Games for girls? How about games for everyone? 35
by Gamasutra Community [08.15.14]
"I think developers should be making more gender-neutral games, rather than just trying to 'balance out' the many male-targeted games with female-targeted ones."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Reboot Quest: Behind the indie-centric Sierra relaunch Exclusive 5
by Leigh Alexander [08.15.14]
We talk to Bob Loya about how a passionate kernel of game fans within Activision convinced the giant to take a chance on reviving the Sierra label -- and what the future could hold for the initiative.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, GDC Europe

Video: An oral history - Former Xbox boss Ed Fries on the early days 1
by Alex Wawro [08.14.14]
Halo 2600 developer and former Xbox exec Ed Fries speaks at length about his history and his work at Microsoft as part of the Computer History Museum's "Oral History" series.
Console/PC, Programming, Design, Production, Video

Don't Miss: Brian Fargo on the development of Wasteland 2 Exclusive  
by Alex Wawro [08.14.14]
"Itís only been 20 years Iíve been trying to get here," says the veteran developer. "It wouldnít have happened if not for crowdfunding."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Blog: Hiding secrets 1
by Gamasutra Community [08.14.14]
"Figuring out a winning strategy feels, to me, like discovering hidden knowledge. Viewed that way, rich gameplay is just a big pile of secrets, and uncovering them is a delight."
Console/PC, Indie, Design