Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 28, 2015
arrowPress Releases
March 28, 2015
PR Newswire
View All






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


Updates » Design
Road to the IGF: SuperChop Games' Ephemerid Exclusive  
by Leigh Alexander [02.18.15]
Ephemerid: A Musical Adventure is a "rock fairy tale about a paper mayfly," brought to life by its unique classical guitar soundtrack. We catch up with SuperChop Games about the Excellence in Audio nominee.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Don't Miss: An Alternative to Achievements 73
by Keith Burgun [02.18.15]
In this classic feature, designer Keith Burgun examines the concept of achievements: how they're used, how they might be used in the future, and how they might even change totally -- for the better.
Console/PC, Design, Business/Marketing

Road to the IGF: Klei Entertainment's Invisible, Inc. Exclusive  
by Alex Wawro [02.18.15]
As part of our ongoing Road to the IGF series of interviews with IGF award-nominated devs, we caught up with Klei's Jason Dreger and James Lantz to find out what inspired the design of Invisible, Inc.
Console/PC, Indie, Design, Production, Exclusive, IGF

Level design: Doom's 'horseshoe' 12
by Gamasutra Community [02.18.15]
"The horseshoe is a very simple way of making sure that the player is likely to look at every wall of a room, which they wouldn't necessarily do if was a straight line to the exit."
Console/PC, Design

The makers of Never Alone talk story and art design at GDC  
by Staff [02.18.15]
At GDC 2015, a number of the Never Alone development team explore how developers can best make games that amplify and carry on the storytelling traditions of different cultures.
Console/PC, Indie, Art, Design, GDC

Blog: From Innsmouth, with love 3
by Gamasutra Community [02.18.15]
"Call of the Cthulhu: Dark Corners of the Earth did a fantastic job of implementing the Mythos' bestiary." This blog post looks at how unconventional design supports game fiction.
Console/PC, Design

Game Design Deep Dive: #IDARB's wonderfully disruptive 'Hashbombs' 4
by Mike Mika [02.18.15]
#IDARB lets any viewer meddle with live, competitive multiplayer #IDARB matches via Twitch and Twitter hashtags. But how was developer Other Ocean able to make it work?
Console/PC, Design, Deep Dive

Indie devs, find your focus 4
by Gamasutra Community [02.18.15]
"Does your indie venture have a strong focus? Can you articulate it clearly and concisely, with confidence and without a second thought?" You had better be able to, writes Josh Sutphin.
Indie, Design, Business/Marketing

Road to the IGF: Svedang, Akerblad and team's Else Heart.Break() Exclusive  
by Leigh Alexander [02.17.15]
Story-driven adventure Else Heart.Break() has been nominated for Excellence in Visual Art at this year's IGF, with a distinctive, texture-rich look that reminds of the console RPG heyday.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Get a job: Be a Mission Designer for Monolith Productions  
by Staff [02.17.15]
The folks who made theAward-winning Middle-earth: Shadow of Mordor seek a lead mission designer to join the team in Monolith's Kirkland, WA studio.
Console/PC, Design, Recruitment

Mistakes to avoid with analytics 6
by Gamasutra Community [02.17.15]
"Be mindful that analytics is not taking the place of something else more important," writes Nicholas Lim, who brings years of experience with analytics packages into this concise, practical post.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Designing a hardcore game for the mobile masses 6
by Gamasutra Community [02.17.15]
The developers of mid-core mobile fighter Shadow Fight 2 have "learned some valuable lessons about redesigning hardcore genres for mobile audiences" and share them in this blog.
Smartphone/Tablet, Indie, Design

Slippery tentacles: Tackling the challenges of Octodad's design  
by Gamasutra Community [02.17.15]
"Octodad: Dadliest Catch was a strange, difficult, and rewarding project to design. We struggled against traditional game design; we sometimes ran in circles."
Console/PC, Indie, Design, Production

Holograms and eye-tracking: Experiments in tech at Nordic Game Jam 2
by Gamasutra Community [02.16.15]
"Our eye was drawn to a piece of hardware called the DreamOC HD3 early on in the event. The DreamOC is a hologram display case made by RealFiction using HDMI input to project images into 'reality.'"
Indie, Design

This Week in Video Game Criticism: No Godus or Kings, Only Molyneux  
by Joe Koeller [02.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from the aesthetics imparted by framerates to the relentless optimism of Peter Molyneux.
Console/PC, Social/Online, Indie, Design, Business/Marketing

GDC: See how BioWare melded story with systems to make Dragon Age  
by Staff [02.16.15]
Attend GDC 2015 to hear firsthand how creating Dragon Age: Inquisition drove BioWare to re-think their approach to design and populate BioWare's largest 'open world' with only a handful of designers.
Console/PC, Design, GDC

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing