Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 27, 2015
arrowPress Releases
January 27, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
RPG design: Controlling the stream of mana in order to empower the player 15
by Gamasutra Community [12.15.14]
"Can we find a balance? Is there a way to give the player a long series of fights that have a continuity of resources between them, and yet each fight is interesting in and of itself?"
Console/PC, Design

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Betting our $10M-selling game on the future of interactive education 2
by Gamasutra Community [12.15.14]
"High School Story has been a big success: it hit #10 on the iPhone charts, stayed in the Top 150 for a year, and generated over $10 million in sales... and we're adding a fully formed learning feature."
Smartphone/Tablet, Serious, Design, Business/Marketing

Blog: How Peggle Blast employs a most hated F2P tactic 14
by Gamasutra Community [12.15.14]
"Peggle Blast offers the player to buy extra moves instead of giving up when they are about to lose a level. But the presentation of this feature uses a trope I find annoying and disrespectful as a player."
Smartphone/Tablet, Design, Business/Marketing, Mobile Games

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Unrealistic expectations for realism in games 26
by Gamasutra Community [12.12.14]
How the pursuit of realism can shut down the player's imagination -- with a look at the evolution of the Silent Hill and Final Fantasy series, among others.
Console/PC, Art, Design

Localization can be hard but fun: Getting Ace Attorney into English 1
by Christian Nutt [12.12.14]
"I think [Ace Attorney] is really interesting because the translator has to step up, otherwise it's just not going to work. It's great to have projects like that. They keep you sane."
Console/PC, Design, Production

How leaderboards entice players, and how to create them 5
by Gamasutra Community [12.12.14]
"Being cognizant of your game's goals and understanding your game's audience and their goals, providing different types of leaderboards can create incredibly strong impulses to play."
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2014: Breaking the NES for Shovel Knight 21
by Gamasutra Community [12.12.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Design

Why fear should be easy in games (but isn't) 14
by Gamasutra Community [12.12.14]
"On the surface of it, fear (as a narrative device) is a pretty simple concept, and one that fits really well with video games... but there are a number of difficulties."
Console/PC, Indie, Design

Captain Toad and the core of Nintendo game design 22
by Christian Nutt [12.12.14]
What makes Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work? This blog by Christian Nutt offers an answer.
Console/PC, Design

What games can learn from the engagement layers of Papers, Please 9
by Gamasutra Community [12.12.14]
"Papers, Please gets players engaged in the idea of document checking by designing more than just a reward structure, but layering rewards to weave a complex and difficult context around making a very simple decision."
Console/PC, Smartphone/Tablet, Indie, Design

The architecture of Piranesi and Boullée, and how it could inform games 2
by Gamasutra Community [12.12.14]
"Working off of a sense that Piranesi and Boullée are unknown by most game designers, I felt that it was most important to express what I see as valuable in either's imagery."
Console/PC, Art, Design

Telltale's Game of Thrones and the thrill of choices amidst corruption 10
by Leigh Alexander [12.12.14]
Leigh Alexander examines the first episode of Telltale's latest game, set in the Game of Thrones universe -- and finds useful lessons for choice-driven storytelling in a universe where there are no "good" options.
Console/PC, Smartphone/Tablet, Design

Don't Miss: The making of Doom, 21 years later 7
by Alexander Antoniades [12.11.14]
Doom turns 21 this week, so take a moment to read this classic postmortem examining how Romero, Carmack and the rest of Id made it happen in the wake of Wolfenstein's success.
Console/PC, Design

A look at how VR games are used in therapy and rehabilitation  
by Gamasutra Community [12.11.14]
"Virtual reality is increasingly being integrated in medical training and education due to its affordability and ability to improve testing in examinations that evaluate manual skills."
Serious, Design, Business/Marketing, VR

Today's kids are turning games into a development playground 3
by Gamasutra Community [12.11.14]
What kids build online: "None of these are video games in the traditional sense, but that argument won't hold water to the millions of people who create and play them every day."
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

Let's talk about how weird the silent protagonist is 17
by Gamasutra Community [12.11.14]
"I kinda like it in a weird way; it is an interesting peccadillo that pretty unique to games. I think all I really want is for everyone to take a second and acknowledge how monumentally weird it is."
Console/PC, Design

Apply science to game design in these GDC 2015 design track talks  
by Staff [12.11.14]
Epic explains how neuroscience can influence game design, Jagex reveals player retention data and Riot shares tips on using scientific studies to design better multiplayer games at GDC 2015.
Console/PC, Social/Online, Design, GDC

Apple frowns upon Papers Please's pixelated nudity 13
by Phill Cameron [12.11.14]
UPDATEThe developer behind the upcoming iOS version of Papers Please was forced to revise his game after Apple deemed certain parts of it to be "pornographic" in nature.
Smartphone/Tablet, Indie, Design, Business/Marketing