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March 4, 2015
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March 4, 2015
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Updates » Design
Road to the IGF: Joshua DeBonis and Nikita Mikros' Killer Queen Exclusive  
by Alex Wawro [02.05.15]
Joshua DeBonis and Nikita Mikros, co-creators of the IGF award-nominated Killer Queen, explain why they're fascinated by local multiplayer game design and what other devs can learn from their work.
Console/PC, Design, Production, Exclusive, IGF

The trouble we expected: Dark Souls II's producer on leveling up the game 8
by Christian Nutt [02.05.15]
Dark Souls II's global producer Atsuo Yoshimura acknowledges trouble stemming from the fact that it wasn't directed by series creator Hidetaka Miyazaki -- and talks about how the devs hope to burnish its rep.
Console/PC, Design, Production, Business/Marketing

Revisiting the MDA framework 5
by Gamasutra Community [02.05.15]
"Is MDA broken? No, it is not. What this discussion intends to show is that in fact there are games which, by their nature or their medium, do not conform themselves to this model."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Designing Shadow of Mordor's Nemesis system 1
by Kris Graft [02.04.15]
Last year, Monolith had an unexpected hit with the release of Middle-earth: Shadow of Mordor. It's a superb game overall, but it's the emphasis on emergent storytelling that really made it stand out.
Console/PC, Design

Brenda Romero asks: 'What does a great game look like?' 3
by Kris Graft [02.04.15]
Game development veteran Brenda Romero asks the question during a talk at today's DICE Summit in Las Vegas, then offers her own answers based on her experience as a developer, educator and player.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Tabletop resources for video game developers  
by Gamasutra Community [02.04.15]
"We thought we'd share our best finds here -- the kind of resources we wished we had known about from the start. We thought this kind of thing might be useful for those looking to make the same leap."
Indie, Design, Production, Business/Marketing

Don't Miss: Crafting great point-and-click adventure game puzzles 14
by Gamasutra Community [02.04.15]
Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles.
Console/PC, Indie, Design

'Living games' - An alternative to Early Access? 5
by Gamasutra Community [02.04.15]
"A good living game is also one that doesn't show up one day 'complete' but should reach a point of being a completed concept relatively early in its development. From there, the game should continue to get better."
Console/PC, Indie, Design, Production, Business/Marketing

Game Design Deep Dive: The plant-growing mechanics of Ubisoft's Grow Home 1
by Andrew Willans [02.04.15]
With big-budget titles like Watch Dogs and The Crew under his belt, designer Andrew Willans of Ubisoft Reflections dives deep into the design of the vertically-astute PC game Grow Home.
Console/PC, Design, Deep Dive

Video game storytelling: The basics of character 5
by Gamasutra Community [02.03.15]
"Heroes arenít the only characters who confront conflicts over the course of a story; nor are they the only ones who change and grow."
Console/PC, Indie, Design

Don't Miss: The crowdsourcing crash course of #IDARB Exclusive 3
by Kris Graft [02.03.15]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

Come to GDC for expert advice on building the next big eSport  
by Staff [02.03.15]
GDC officials highlight a handful of great eSports-focused GDC 2015 talks from experienced developers, researchers and players.
Console/PC, Design, Business/Marketing, GDC

Competition among developers is fiercer than ever, and that's fine 33
by Gamasutra Community [02.03.15]
Robert Boyd (Cosmic Star Heroine) responds to Rami Ismail's latest blog, writing, "Make something that stands out. Make something thatís different."
Console/PC, Indie, Design, Business/Marketing

The art of the tutorial: When to hold a player's hand, when to let it go Exclusive 14
by Alex Wawro [02.03.15]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Road to the IGF: Loveshack's FRAMED  
by Phill Cameron [02.02.15]
We catch up with Loveshack, makers of FRAMED, which is nominated for Excellence in Design at this year's IGF competition.
Console/PC, Indie, Art, Design, IGF

Don't Miss: Mastering the art of composition in level design 10
by Staff [02.02.15]
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

Octodad: Dadliest Catch: The history and genesis of a cult hit  
by Gamasutra Community [02.02.15]
This post starts with the conception of the original Octodad by a team of college students and takes in the ultimate success of the sequel -- taking in everything from its design to the power of Let's Plays.
Console/PC, Indie, Design, Production, Business/Marketing

Stumbling through the mobile market with a 'subversive' game  
by Gamasutra Community [02.02.15]
"In a way, I think we tried to be too clever. I still love the idea of a game subverting expectations. At the time, though, I don't think I understood the mobile game marketplace well enough to pull this off properly."
Smartphone/Tablet, Design, Business/Marketing