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October 6, 2015
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October 6, 2015
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Updates » Design
Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Enemy attacks and telegraphing 2
by Gamasutra Community [09.03.15]
"In general, the specific questions an enemy can ask are based heavily (though not exclusively) on how the player is supposed to deal with incoming damage from the enemy itself."
Console/PC, Design

'This We Believe' - A design tool for creating different games  
by Gamasutra Community [09.02.15]
"Each of these statements is meant to be an aspiration -- a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games."
Indie, Design

Now you can take apart Epic's UE4 VR tech demo to see how it works  
by Alex Wawro [09.02.15]
Heads up, UE4 devs: Epic has made the "Showdown" UE4 tech demo it brought to Oculus Connect last year freely available to download and deconstruct.
Console/PC, Design, Video

Don't Miss: Secrets of Mario level design from Nintendo's Hayashida Exclusive 9
by Christian Nutt [09.02.15]
In this classic interview, Koichi Hayashida, director of Super Mario 3D Land for the 3DS and Super Mario Galaxy 2 for the Wii, shares some of Shigeru Miyamoto's secrets for engaging level design.
Console/PC, Design, Exclusive

Platforming with paint: Making a splash with INK 2
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Super Mario Maker: Nintendo's essence, in your hands 17
by Christian Nutt [09.02.15]
An in-depth analysis of Super Mario Maker as a piece of creative software, as a vehicle for game design, and as the culmination of Nintendo's star franchise.
Console/PC, Design

The game design scrapheap 4
by Gamasutra Community [09.02.15]
"So Ive stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year."
Indie, Design, Production

Get a job: Red 5 Studios is hiring a Lead UI Programmer  
by Staff [09.01.15]
Firefall developer Red 5 Studios is looking for an experienced UI coder to join the team at the studios' Irvine, CA offices and work with the programming team to improve the game's front-end.
Console/PC, Design, Recruitment

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video

Don't Miss: What Metal Gear Solid 4 taught us about war economies Exclusive 6
by Zoran Iovanovici [09.01.15]
Writer Zoran Iovanovici examines Metal Gear Solid 4's polarizing relationship with the military-industrial complex and the war economy in this classic 2010 feature.
Console/PC, Design, Business/Marketing, Exclusive

Making VR games reminds Infinity Ward expats of PS1 game dev glory days Exclusive 1
by Alex Wawro [09.01.15]
Reload Studios CEO James Chung chats with Gamasutra about what the L.A.-based studio staffed by former Call of Duty devs has learned about making virtual reality FPS games that don't make people sick.
Console/PC, Smartphone/Tablet, Design, Exclusive

Walking in someone else's shoes 5
by Gamasutra Community [09.01.15]
Warren Spector: "Games can let you walk in someone else's shoes. Not watch someone else unlike you, or read about someone not like you, but to become someone not like you, at least for a little while."
Console/PC, Design

Beating Dark Souls? Hard. Designing 'Twitch Plays Dark Souls?' SUPER hard. 1
by Chloi Rad [09.01.15]
Masochists rejoice! Someone turned the punishingly difficult Dark Souls into the even more challenging crowdplay experience Twitch Plays Dark Souls. He tells us how he made it playable.
Console/PC, Design

Looking back at Disastr_Blastr's dev: Two years as a solo indie 1
by Gamasutra Community [09.01.15]
"Here you have it -- all the best thoughts and observations I could scrape together from 2+ years of solo indie development. I hope some of you out there find this useful."
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Video: Crafting procedurally-generated levels for Shattered Planet  
by Staff [08.31.15]
Tanya Short of Kitfox Games shares some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
Console/PC, Indie, Design, Video, Vault

Don't Miss: What Metal Gear Solid 3 taught us about hyperreal narrative Exclusive 4
by Zoran Iovanovici [08.31.15]
In this classic feature, writer Zoran Iovanovici reflects on Snake Eater's focus on deception and "the struggle to gain understanding in the sea of messages which may or may not be truth or reality."
Console/PC, Design, Exclusive

This Week in Video Game Criticism: From philosophy in Pillars of Eternity to demystifying MOBAs  
by Kris Ligman [08.31.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from philosophy in Pillars of Eternity to a new series aimed at demystifying MOBAs and eSports.
Console/PC, Social/Online, Indie, Design, Business/Marketing

RPGs that brought something new to the table: The revenge 4
by Gamasutra Community [08.31.15]
"One of the things I most enjoy about RPGs from the 70's and 80's is that 'frontier' feeling, as no one had a blueprint on how to things, people just kept trying different things."
Console/PC, Design

Making a game feel new again by revamping player mobility 5
by Gamasutra Community [08.31.15]
A detailed tour through the design of Shovel Knight's all-new playable character, Plague Knight, and how his completely different movement style posed both challenges and opportunities.
Console/PC, Indie, Design