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October 21, 2014
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October 21, 2014
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Updates » Design
Blog: A.I. Lessons: The cost of memories 20
by Gamasutra Community [09.16.14]
"At this rate a year in-game would take about 2000 megabytes or 2 gigabytes and 50 years in-game would take about 100 gigabytes. This is just for about 7 characters."
Console/PC, Indie, Programming, Design

20 fun facts about hex grids 23
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Don't Miss: The fundamental pillars of a good combat system 26
by Sťbastien Lambottin [09.15.14]
"With the help of other designers, I have decided to gather and formalize what knowledge I can on the fundamental rules in designing a combat system. This article is the result of that exercise."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: How I killed the joy of video games 33
by Gamasutra Community [09.15.14]
"Out of everything I could say, the concept of how making games fundamentally changes someoneís enjoyment of them is the most difficult to express."
Console/PC, Indie, Design

Battlefield 4 monetization analysis 1
by Gamasutra Community [09.15.14]
"I will explain some ways that Battlefield 4 could have made me as a player feel more positively about my IAP experience without upsetting the balance of gameplay."
Console/PC, Design, Business/Marketing

When Shining Force meets Cannon Fodder: The design of Squids 1
by Gamasutra Community [09.15.14]
Emeric Thoa, creative director at The Game Bakers, explains the design decisions behind turned-based tactical RPG, Squids.
Console/PC, Smartphone/Tablet, Indie, Design

Lessons learned from the development of Divinity: Original Sin  
by Alex Wawro [09.12.14]
Larian Studios founder Swen Vincke reflects on lessons he learned from the studio's recent success launching its Kickstarted PC RPG Divinity: Original Sin.
Console/PC, Design, Production

What to steal from Destinyís UI 8
by Gamasutra Community [09.12.14]
"This isnít a review, Iím not a critic, just noticed a bunch of clever stuff that wouldnít be hard to duplicate on an indie budget. Polish costs time, but my goodness does a game benefit from it."
Console/PC, Indie, Art, Design

Quick tips: Finding the core gameplay 1
by Gamasutra Community [09.12.14]
"One of the biggest challenges in designing a new system is to establish a solid core to build the game upon. I usually start by searching for a solid core system that could sustain the entire game going forward."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Story in games - Speaking through song  
by Gamasutra Community [09.12.14]
"Worldbuilding is something I try to push a lot when it comes to audio, and there are a few different elements that I consider when doing so."
Console/PC, Indie, Audio, Design

Using PAX as a test bed: How Spry Fox updated its demo builds daily 3
by Christian Nutt [09.11.14]
"PAX is one of the best opportunities we have each year to observe lots of 'real gamers' of all ages, sexes, etc, playing our games," says Spry Fox's David Edery.
Console/PC, Indie, Design, Production

Don't Miss: The dev who spent 13 years making his childhood game Exclusive 13
by Mike Rose [09.11.14]
When Adam Butcher was 14, he had a vision for a video game that he wanted to make. It was a little bulky in scope, sure, but it was the game he wanted to play, and he had the tools to make it.
Console/PC, Indie, Design, Business/Marketing, Exclusive

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Reminder: GDC Next's ADC 'Best in Apps' contest closes next month  
by Staff [09.11.14]
Developers have until 10/15 to submit their app to the Best in Apps free contest at GDC Next 2014 featuring ADC and earn a free ADC pass.
Smartphone/Tablet, Design, Business/Marketing

The SETI Institute is running its own game jam next month 2
by Mike Rose [09.11.14]
The SETI Institute, a not-for-profit organization that searches for extraterrestrial intelligence, has today announced that it is looking to get game developers involved via a game jam.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

How to use white box 'blocks' in level design 4
by Gamasutra Community [09.11.14]
"This method requires to focus on the basic principles of level design. This technique is very similar to painting or sculpting : we first create a rough silhouette of our model, and only then we add some detail."
Console/PC, Design

Avoiding 'traps' in RPG game mechanic design 19
by Gamasutra Community [09.11.14]
How to avoid making "traps" -- defined as "a mechanic purposefully or accidentally designed to look beneficial to the player but doesnít provide appropriate benefit."
Console/PC, Smartphone/Tablet, Indie, Design

Design considerations for branching conversation systems in games 16
by Gamasutra Community [09.11.14]
"So youíve decided that a branching conversation system is the best choice for your game. But how will your system really function? You know your high-level goals, but itís time to refine."
Console/PC, Design

EA's mobile division is trying to make games for smartwatches 9
by Alex Wawro [09.10.14]
EA Mobile chief Frank Gibeau sees wearable tech like the Apple Watch as a viable platform for games, and in this CNet interview he explains what EA's smartwatch game prototype teams are working on.
Smartphone/Tablet, Design

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Smartphone/Tablet, Art, Design, Production, Video