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Updates » Design
Chris Crawford advises devs: 'Don't settle for the same old crap' Exclusive 10
by Alex Wawro [07.27.15]
23 years after he charged out of the game industry with sword held high, Chris Crawford is still trying to revolutionize game development. Now, if he has his way, the revolution will be patronized.
Console/PC, Social/Online, Design, Exclusive

Telltale may not make games, but they do make magic 28
by Gamasutra Community [07.24.15]
Warren Spector on what defines a game, with The Walking Dead dev as example: "I think of them as some sort of interactive experience (obviously), but does that mean 'game?' I donít think so."
Console/PC, Design

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

More dirty coding tricks from game developers GDMag Exclusive 4
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Don't Miss: The neuroscience that makes survival horror games work 14
by Maral Tajerian [07.24.15]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design

12 more PC RPGs that brought something new to the table 7
by Gamasutra Community [07.24.15]
"A random sampling of cool/weird computer RPGs I wanted to talk about, in no way intended to be a comprehensive listing... obscure and amusing games, mechanics, or even curiosities."
Console/PC, Design

Designing a procedural murder mystery 2
by Gamasutra Community [07.24.15]
"Have you played one of those detective games and ended up longing for more cases to solve? I think this genre could benefit A LOT from having a 'quest' generator."
Console/PC, Smartphone/Tablet, Indie, Design

Google Analytics-driven game development: An experiment in mobile design 6
by Gamasutra Community [07.24.15]
"I performed something like a gamedev experiment: It was 'just create a trashy game, update it as frequently as possible and make it better based on usersí and Google Analyticsí feedback.'"
Smartphone/Tablet, Design

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Console/PC, Programming, Design, Production, Business/Marketing

Get a job: Respawn Entertainment seeks a Senior Systems Designer  
by Staff [07.23.15]
The Titanfall studio seeks a designer "specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters."
Console/PC, Design, Recruitment

What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Indie, Serious, Art, Design, Exclusive

The paradox of indie game devs: No time to play 5
by Gamasutra Community [07.23.15]
"I wouldn't have had these intense realizations about what I was doing with my life, and how I wanted to design the games and flesh out the ideas bouncing around in my head, if I didn't make time to play a bit."
Indie, Design

Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design

The design behind Bloodborne's Hunter's Pistol 1
by Gamasutra Community [07.23.15]
"'Rigour', Bloodborne seems to be hammering home. 'Strictness'. As you realise that the game expects you to adopt its austerity for yourself, it all becomes clear."
Console/PC, Design

How Mario and The Talos Principle ramp up gameplay intensity 1
by Gamasutra Community [07.23.15]
Design analysis on rising intensity in games, by exploring two very different but well-crafted examples: the classic Super Mario World, and last year's The Talos Principle.
Console/PC, Design

Learning to love the narrative puzzle 10
by Gamasutra Community [07.23.15]
"We don't need to banish puzzles from our games. They can help us learn more about our world, set up character, and get the player in a specific place. What we need is conscientious and responsible puzzle design."
Console/PC, Smartphone/Tablet, Design

5 ways to be a terrible game designer 28
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, Iíve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Console/PC, Smartphone/Tablet, Indie, Design

Square Enix boss: It takes three releases for a series to take off 9
by Christian Nutt [07.22.15]
You can't judge the potential of a franchise based on just its first game, argues Square Enix president Yosuke Matsuda: there's a "law of third titles."
Console/PC, Design, Business/Marketing

Leap Motion offers devs $50k in prizes for its second annual 3D jam  
by Alex Wawro [07.22.15]
The folks at motion controller company Leap Motion are having another go at encouraging developers to make innovative use of Leap Motion tech this fall via a six-week "3D Jam" with a $50k prize pool.
Console/PC, Design

The power of abstract thinking for game design 1
by Gamasutra Community [07.22.15]
"Abstracting helps you recognize the forces at play and see the bigger picture. If you perceive a game and its elements only in concrete terms, you can miss out on what makes them work or what makes them engaging."
Console/PC, Smartphone/Tablet, Indie, Design