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December 2, 2015
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December 2, 2015
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Updates » Design
The city and the RPG that never were 25
by Gamasutra Community [10.28.15]
Diary of a game that won't happen: "I have been mentioning a certain RPG on and off for the past 15 or so months and have been working on it for longer than that, but it apparently just wasn't meant to be."
Indie, Design, Production

Improbable: How a team of 15 builds a physics-based MMO 3
by Alex Wawro [10.28.15]
Why a small team at Surgeon Simulator dev Bossa Studios is using Unity to build a persistent, physics-based, high-flying online world -- with the help of a mysterious tech startup.
Social/Online, Design, Production

Which game criticism is good -- and for developers, what's it good for? 5
by Gamasutra Community [10.27.15]
Paul Kilduff-Taylor: "It didn’t seem to me that, in codifying and extolling a form of criticism which was already taking place, I would be doing anything controversial."
Console/PC, Indie, Design

How Undertale makes you think hard before killing monsters 1
by Joel Couture [10.27.15]
'You kill lots of random monsters in every RPG and the consequences for this are never addressed. What if they were? I made a battle system where you could talk to foes and convince them not to fight'
Indie, Design, Production, Video

Don't Miss: How Super Mario Maker puts Nintendo's essence in your hands 17
by Christian Nutt [10.27.15]
As Nintendo updates Super Mario Maker with checkpoints and curated levels, consider this analysis of how the game manages to work as both a piece of creative software as a vehicle for game design.
Console/PC, Design

Elegance, not simplicity: Devs weigh in on Downwell's irresistible charm 1
by Chris Kerr [10.27.15]
'For me, it's the thoughtful design that makes Downwell stand out,' says Santana Mishra. 'On the surface it might appear quite simple, but you quickly realize it's a case of elegance rather than simplicity.'
Indie, Design, Video

How NES creator Masayuki Uemura brought Nintendo's first home console to life  
by Chris Kerr [10.27.15]
"I was kind of at my wits’ end and people were leaving my team to go to Mr. Yokoi’s team because there was such popularity around the Game & Watch. I was left with just three people on my team."
Console/PC, Design, Production

This Week in Video Game Blogging: Nostalgic narratives  
by Critical Distance [10.27.15]
"This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from rousing defenses of nostalgia to different forms of game narratives."
Console/PC, Indie, Design

The tricky design problem of Soma's memorable monsters 1
by Kris Graft [10.27.15]
Mechanical and strict, or random and fuzzy? Frictional Games creative director Thomas Grip shares his approach to creating the unique monsters of recent existential nightmare, Soma.
Indie, Design, Video

Get a job: Planet3 seeks an experienced Game Designer  
by Staff [10.26.15]
Washington, D.C.-based tech startup STEAM Engine is looking for experienced game designers to work alongside a team developing games that can be used in educational settings.
Serious, Design, Recruitment

Don't Miss: The science of Halo, according to an actual physicist 2
by Kevin Grazier [10.26.15]
In this classic feature physicist Kevin R. Grazier examines the hard science behind the Halo games, calculating the reality of surviving (much less fighting) on a planet-sized spinning metal ring.
Console/PC, Design

Payday 2 dev: To keep making this game, we must add microtransactions 8
by Alex Wawro [10.26.15]
Payday 2's producer says his team is coping with the cost of retaining devs on a game with declining sales by adding microtransactions, even though he specifically promised it would never do so.
Console/PC, Design

A good companion: Designing companion characters  
by Gamasutra Community [10.26.15]
"Compared to some other support characters, Shadow of the Colossus' Agro’s list of gameplay uses is pretty limited but they are perfect for the overall design of the game. There’s nothing unnecessary about him."
Console/PC, Design

Miyamoto wanted to make GoldenEye more family-friendly 3
by Chris Kerr [10.26.15]
"He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital."
Console/PC, Design, Production

Inside the campaign design of Halo 5: Guardians  
by Bryant Francis [10.26.15]
We spoke to key members of Halo 5: Guardians campaign design team to find out more about a new approach to one of video games' biggest franchises.
Console/PC, Art, Design, Production

Q&A: Wickerman explores what tabletop games can teach video game devs  
by Katherine Cross [10.23.15]
'We think video game developers certainly can learn a lot from tabletop,' say Chris Hardwick and Dan Cordell. They love the 'gray areas' in paper and pencil games that give a DM leeway to improvise.
Indie, Design

Blog: Effective use of timers in game design 8
by Gamasutra Community [10.23.15]
"There are a lot of components of games that can be used to heighten tension, some more common than others. In this blog post, I will be elucidating one such often overlooked mechanic: the humble timer."
Console/PC, Design

Video: You're Doing It Wrong - 10 pieces of advice on game design 5
by Staff [10.23.15]
Game designer Frank Lantz cheerfully excoriates popular game design practices in his "You're Doing It Wrong" rant during the GDC 2014 Rant Apocalypse.
Console/PC, Design, Video, Vault

Don't Miss: The world design of Assassin's Creed: Syndicate  
by Chris Kerr [10.23.15]
Assassin's Creed: Syndicate's world director Jonathan Dumont opens up about the challenges of recreating some of history's most iconic landscapes.
Console/PC, Design, Production

Solo indie dev: Rookie lessons learned 7
by Gamasutra Community [10.23.15]
"This is a letter to myself five months ago; the guy who sat at his desk at work, reading articles about game development and wishing he could be on the other side of it."
Indie, Design, Production