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December 2, 2015
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December 2, 2015
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Updates » Design
Why you should be checking out this year's interactive fiction competition  
by Gamasutra Community [11.02.15]
Interactive fiction expert Emily Short: "As I write this, we're 2/3 of the way through the judging period. ... I think it's already safe to say that we're looking at the comp's most impressive year yet."
Indie, Design

Why it's good to avoid large decision spaces 6
by Gamasutra Community [11.02.15]
"Thatís why Go beginners are taught on smaller boards. Smaller boards mean smaller decision spaces, and that means that players with limited experience and knowledge can still make informed decisions."
Console/PC, Indie, Design

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Designing difficulty in role-playing games 12
by Bryant Francis [11.02.15]
Difficulty isn't just about adjusting numbers for "Easy," "Medium," and "Hard" mode. Three developers share tips on how to use difficulty to make an RPG more deep, flexible and engaging.
Console/PC, Design

Don't Miss: How 343 artists redesigned the look and feel of Halo 2
by Colin Campbell [10.30.15]
"It is about designing the character, but it's also about storytelling." 343 Industries senior concept artist Gabriel "Robogabo" Garza obsessed for years over the design of Halo 4's updated Master Chief.
Console/PC, Art, Design

Microtransaction migration: Team Fortress 2 vs. Payday 2 2
by Gamasutra Community [10.30.15]
"Taking a game and making it F2P is not a light decision; you need to provide benefits to new players while not stepping on the toes of your dedicated fanbase."
Console/PC, Design, Business/Marketing

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Is the video game market ready for polarizing games? 2
by Gamasutra Community [10.30.15]
"Corpse of Discovery is a very polarizing videogame. It is game that only resonates with an audience that has experienced some sort of loss or failure, someone who has missed out on things or regret from their choices."
Indie, Design, Business/Marketing

UX walkthrough: Anatomy of a usability test in video games 5
by Gamasutra Community [10.30.15]
"User experience design has become the mainstay of creating intuitive and rewarding offline, online digital experiences, be it across web, apps physical products or more recently GAMES."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Astroneer's ex-AAA devs explore a strange new world of indie life 2
by Alex Wawro [10.30.15]
Three former Halo devs share lessons they've learned from transitioning to indie life, and how those learnings have shaped the way they design and market their sandbox space game Astroneer.
Indie, Design, Production

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: The making of horror game Outlast 7
by Philippe Morin [10.29.15]
Developer Red Barrels today announced Outlast 2, the follow-up to one of the better horror games in recent memory. Check out how the studio made the original...
Design, Production

Reducing perceived attack delay 3
by Gamasutra Community [10.29.15]
"I have long been interested in the ramification of control schemes on a game design, and I hope this post helps demonstrate the importance of subtle input nuances."
Indie, Design

Blog: Level design in Super Mario Maker 1
by Gamasutra Community [10.29.15]
"We found that this kind of editor program can be a good way of getting into the process of level design and so we want to take this opportunity to share some advice on the topic."
Console/PC, Indie, Design

The conception of Gabriel Knight  
by Gamasutra Community [10.29.15]
"The story came first. Then I had to figure out how to make it work as a game designer." - Gabriel Knight creator Jane Jensen.
Console/PC, Design, History

The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Designing Cryptark to let players dig their own grave 1
by Phill Cameron [10.28.15]
Alien Trap art director Jesse McGibney explains how their roguelike Cryptark lets players choose greater risks for greater rewards, making them feel more complicit in their frequent failures.
Console/PC, Indie, Design

Get a job: Loot Crate is looking to hire a Game Designer  
by Staff [10.28.15]
Loot Crate, the Los Angeles-based company that ships monthly boxes of tchotchkes to subscribers, is now looking to hire a game designer to lead its newly-established game development efforts.
Smartphone/Tablet, Design, Recruitment

Don't Miss: Chaos Reborn creator argues for 'luck' in strategy game design 41
by Phill Cameron [10.28.15]
X-COM creator Julian Gollop explains the advantages of random number generation in his latest outing, Chaos Reborn, which was Kickstarted and released out of Early Access this week.
Console/PC, Design

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History