Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 1, 2015
arrowPress Releases
July 1, 2015
PR Newswire
View All






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


Updates » Design
Bloodstained's female lead, Miriam, reflects the game's audience  
by Christian Nutt [05.26.15]
"I think having a female hero is more motivating to male gamers, and I think women would like to control a female avatar, too," Koji Igarashi says in a new interview.
Console/PC, Art, Design, Business/Marketing

Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: Core players and energy mechanics - they don't mix 4
by Gamasutra Community [05.26.15]
"Our ambition was (and is) to make THE shooter on mobile. And we went after free-to-play. And we botched it. We botched the energy mechanic... by using it at all."
Smartphone/Tablet, Design

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

This Week in Video Game Criticism: From Polybius to pixel art 1
by Eric Swain [05.25.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Console/PC, Indie, Art, Design

Design 101: Complexity vs. depth 12
by Gamasutra Community [05.25.15]
"You might be seriously worried that the game simply wonít be deep enough to meet your design goals without the added complexity. Thatís a valid concern. Not once have I ended up adding the complexity back in."
Console/PC, Indie, Design

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Designing an immersive user interface for Hearthstone 6
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Smartphone/Tablet, Art, Design, Video, Vault

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Who am I to tell their story? Writing for diversity 4
by Gamasutra Community [05.22.15]
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Console/PC, Indie, Design

Learning a lot, fast by jamming in VR 1
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing

Point-and-click in the age of touch: Interface design for adventure games 1
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Console/PC, Smartphone/Tablet, Indie, Design

Tapping VR's potential for putting you into an experience  
by Christian Nutt [05.21.15]
"Two years from now, I guarantee youíll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
Console/PC, Design

League of Legends begins testing automated 'player reform' system  
by Christian Nutt [05.21.15]
For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
Console/PC, Design

The 'strange attractor' in video game design 15
by Gamasutra Community [05.21.15]
"Before gameplay, mechanics, monetization, or any other key design consideration, a new video game design needs to consider the most important aspect of all: a good concept."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Come to GDC Europe for tips on soft-launching your next mobile game  
by Staff [05.21.15]
GDC Europe 2015 is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, GDC Europe

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Console/PC, Smartphone/Tablet, Indie, Design, Production

How Tim Schafer thinks about games 2
by Christian Nutt [05.20.15]
"Video games are ... a personal perspective on the world thatís consistent within that world. ... Someone really dug deep into their own mind to pull out something personal to say in a game."
Console/PC, Indie, Design