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August 3, 2015
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August 3, 2015
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Updates » Design
Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Exclusive

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Why the metrics aren't the message 31
by Staff [07.01.15]
In this timeless feature, industry veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that over-reliance on analytics and player friction in games isn't the answer.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

Report: Attending the International Roguelike Developers Conference 1
by Gamasutra Community [07.01.15]
John Harris returns with a special version of his @Play series: A report from the International Roguelike Developers Conference, where talks were given on the state of the beloved genre.
Console/PC, Smartphone/Tablet, Indie, Design

Games affecting people 10
by Gamasutra Community [07.01.15]
Raph Koster that despite arguments to the contrary, we must accept -- we do accept -- that games have an effect on people, and we must also be conscious of that power.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

5 rules to break when developing a mobile game 17
by Gamasutra Community [07.01.15]
CrowdStar made its mobile game Covet Fashion a hit with fans by ignoring the conventional wisdom. Here, CEO Jeffrey Tseng shares his tips for success.
Smartphone/Tablet, Art, Design, Production, Business/Marketing

Video: How Disney designs VR experiences for themeparks  
by Staff [06.30.15]
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Console/PC, Social/Online, Design, Production, Video, Vault

Elder Scrolls Online creative chief steps down to join Gearbox 2
by Alex Wawro [06.30.15]
Longtime designer Paul Sage recently stepped down as creative director of Zenimax Online Studios' Elder Scrolls Online MMORPG and returned home to Texas to take on a similar role at Gearbox.
Console/PC, Design

Free-to-play evolution: It's all about adapting to the ride 3
by Gamasutra Community [06.30.15]
"With massive downloads, the user behaviour is spread across a wide set of personas, players with different skill levels, experience and expectations from the game. How do you cater to them all?"
Console/PC, Smartphone/Tablet, Design

Opening new windows into player choices 4
by Gamasutra Community [06.30.15]
A design tool for giving players a new window into the choices your game offers: Mike Stout walks you through how you can offer players ways into your game systems.
Console/PC, Design

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

6 metrics for better game narrative 6
by Gamasutra Community [06.30.15]
Former BioWare writer Alexander Freed: "Game metrics are nothing more or less than a way of increasing your understanding of your audience."
Console/PC, Design

How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.30.15]
This excerpt from Gabe Durham's terrific book on the game Bible Adventures lays out the backstory on one of the most unusual FPS games ever made.
Console/PC, Design, History, Video

5 in-game events all free-to-play games should track  
by Gamasutra Community [06.30.15]
"Having granular details of how players interact with different elements in your game allows you to really understand how its performing and what specific areas you need to concentrate on."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

It's all about retention  
by Gamasutra Community [06.30.15]
What every F2P game needs, and how to get it: "In all its simplicity, retention is a fancy word for describing people coming back to your game. Good retention means you've got people playing."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Building a narrative out of push notifications in Lifeline 3
by Bryant Francis [06.30.15]
3 Minute Games set out to make a simple text adventure. They ended up hitting upon a killer app for gaming on the Apple Watch.
Smartphone/Tablet, Design

Video: The physics of proper pole control in Super Pole Riders 1
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing