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February 7, 2016
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February 7, 2016
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Updates » Design
Getting to the core of good strategy game design 23
by Gamasutra Community [01.07.16]
"The point is: Good games give players clear, obvious choices. Weaker games either do not provide enough or provide too many weak choices."
Console/PC, Design

The afterimage of Final Fantasy VII 13
by Christian Nutt [01.07.16]
Gamasutra's Christian Nutt plays the 1997 original and considers what lessons the nearly 20-year old game, soon to be remade for its anniversary, holds for the game developers of today.
Console/PC, Design

An in-depth look at a single objective in Destiny's design  
by Gamasutra Community [01.06.16]
Full of annotated images and maps that explain the action from above, this deep look at Destiny's "Defeat the Daughters of Oryx" objective serves as a dissection of Bungie's game design.
Console/PC, Design

A eulogy for ironman mode 25
by Gamasutra Community [01.06.16]
"By abusing the saving system you effectively negate the state of tension and the illusion that your every choice matters that the game has tried so hard to achieve up to that point. Reloading is not an option in life."
Console/PC, Design

The secrets of Ikaruga and its developer, Treasure 3
by Christian Nutt [01.05.16]
A newly translated interview with CEO Masato Maegawa reveals how the company kept its head above water even as the shooter genre died -- and why its CEO pushed on game designs.
Console/PC, Design, Business/Marketing

What you can learn from tabletop game design 2
by Gamasutra Community [01.05.16]
"Every design decision you make directly translates to player experience, no matter how big or small that decision is."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Get a job: Be a Mobile Game Designer at Loot Crate  
by Staff [01.05.16]
Loot Crate, a Los Angeles-based company that ships monthly boxes of tchotchkes to subscribers, seeks a mobile game designer to join its team and bolster its game development efforts.
Smartphone/Tablet, Design, Recruitment

Game of War cloning case ends in public apology 1
by Alex Wawro [01.05.16]
Ember Entertainment has made a public apology for duplicating elements of Machine Zone's†Game of War: Fire Age†in its own game Empire Zin order to settle a $100 million copyright lawsuit.
Smartphone/Tablet, Design

Spider dev shares environmental storytelling tips at GDC 2016  
by Staff [01.05.16]
As we get closer to GDC 2016, conference officials reveal a new talk from Tiger Style's Randy Smith (Spider: Rite of the Shrouded Moon about advanced environmental storytelling in game design.
Smartphone/Tablet, Indie, Design, GDC

Riot grrrl game design 1
by Gamasutra Community [01.05.16]
On creating games in the spirit of the riot grrrl movement: "Because we will never meet the hierarchical standards of talented or cool, they are created to keep us out and if we ever meet them they will change."
Indie, Design

The Butt-Stab and the Bloody Baron Effect: Coining a new game dev lexicon 4
by Christian Nutt [01.04.16]
There are plenty of things we see in games over and over again -- but we don't have words for most of them. Thanks to Vlambeer's Rami Ismail, we're on our way to building a new lexicon.
Console/PC, Smartphone/Tablet, Indie, Design

Get a job: Be a Game Designer at Tynker 1
by Staff [01.04.16]
The folks at Tynker, an educational games startup in Mountain View, CA, are looking for a game designer to join their team and own the process of designing, adjusting and launching games for kids.
Console/PC, Smartphone/Tablet, Design, Recruitment

Don't Miss: Why Oculus believes hand tracking is the future of VR 9
by Alex Wawro [01.04.16]
Oculus is doubling down on "hand presence" -- touch and finger-tracking in VR, via Oculus Touch controllers -- as core to its game design ethos. In 2015 we chatted with CEO Brendan Iribe to learn why.
VR, Design

Design analysis: Destiny's Kings' Fall raid  
by Gamasutra Community [01.04.16]
An in-depth look at the design of the Destiny raid, with an eye toward exploring how the designers communicate with players about how they should do what they need to do.
Console/PC, Design

The case for Jim Henson 3
by Gamasutra Community [01.04.16]
"I love storytellers like Henson who give us bad-bad guys. Evil characters that are still failures, or awkward, or uncomfortable."
Console/PC, Indie, Design

Q&A: Jonathan Blow on The Witness and the state of indie games 13
by Lexi Pandell [01.04.16]
'I have spent all the Braid money, thatís all gone. So... hopefully some people will buy this new game.'
Console/PC, Indie, Design, Production, Business/Marketing, Video

7 uses of procedural generation that all developers should study 2
by Richard Moss [01.01.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design

Game developers share their New Year's resolutions 6
by Staff [12.31.15]
We asked our Twitter followers what their industry-related New Year's resolutions for 2016 were. We were flooded with responses, and only a few of them were jokey stuff like '1080p or higher.'
Console/PC, Indie, Audio, Design, Production, Business/Marketing

Best of 2015: The story of Transformice, an indie game with 60M players 17
by Gamasutra Community [12.30.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Indie, Art, Design, Production, Business/Marketing

Get a job: Glu Mobile is hiring a Game Designer  
by Staff [12.30.15]
Kim Kardashian: Hollywood developer Glu Mobile is looking for a game designer to join their team in Long Beach, California and work on creating new "celeb games" for mobile platforms.
Smartphone/Tablet, Design, Recruitment