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March 2, 2015
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Updates » Design
Video blog: The characteristics of game boards 3
by Gamasutra Community [01.27.15]
"While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, 'fields of maneuver.'" This video-led post dives right into this rich seam of game design.
Console/PC, Indie, Design

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Learn how to make your game just completely hilarious at GDC 2015 1
by Staff [01.26.15]
"Watch William Pugh desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny" at GDC 2015.
Indie, Design, GDC

This Week in Video Game Criticism: From Formalism to Femmes Fatale  
by Kris Ligman [01.26.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the continued role of formalism in game studies to a Bayonetta style guide.
Console/PC, Indie, Design

Blog: A design dilemma in prop behavior 4
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Console/PC, Indie, Design

'If you had to pick one game for aspiring devs to study, what would it be?' 26
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Console/PC, Indie, Design

Numbers in games: What they say about us 19
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Removing the bottleneck: Programming a dynamic event system 5
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Console/PC, Indie, Programming, Design

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Console/PC, Indie, Design, Production

Video: John Romero joins JP LeBreton to play and discuss Doom  
by Alex Wawro [01.22.15]
As part of Double Fine and 2 Player Productions' ongoing "Devs Play" video series, Romero and fellow developer LeBreton play Doom while discussing level design and game development.
Console/PC, Design, Video

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [01.22.15]
One game developer shares twenty "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, Audio, Design

From ruminations to release: The story of iPad RPG Loot Quest  
by Gamasutra Community [01.22.15]
A bunch of the ideas swirling through my head began to take shape. Just before my drive back to Canada, while eating horrifyingly (see: deliciously) sugary pancakes at a Bob Evans, I began to jot down some notes.
Smartphone/Tablet, Design

The emotional tuning of This War of Mine 2
by Brandon Sheffield [01.22.15]
"Games are not only for fun," says Michal Drozdowski, design director of This War of Mine developer 11 Bit studio. "They're an immersive experience."
Console/PC, Indie, Design, Video

Goodbye video games, hello board games: An interview with Vic Davis 2
by Phill Cameron [01.22.15]
Following Vic Davis' recently announced departure from making digital games, we catch up with him to talk about what lead to the decision, as well as looking back on over seven years of development.
Console/PC, Indie, Programming, Design, Business/Marketing

Game Design Deep Dive: The Functions of Transistor 10
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Console/PC, Indie, Design, Deep Dive

Weapon balance in Halo: Combat Evolved 6
by Gamasutra Community [01.21.15]
The human weapons in Halo: Combat Evolved were easy to understand. I'm a human, and I know what we use guns for. But the weapons used by the aliens of the Covenant were another matter.
Console/PC, Design

Don't miss these GDC 2015 talks - or today's Early Reg deadline  
by Staff [01.21.15]
Developers, this is it -- early registration for GDC 2015 ends today, January 21 at 11:59 PM Pacific, and conference officials encourage prospective attendees to register now at the discounted rate.
Console/PC, Design, GDC

Brian Moriarty explains Loom in GDC 2015 Classic Game Postmortem 1
by Staff [01.21.15]
Brian Moriarty, author of influential Infocom games like Trinity and Beyond Zork, will be delivering a Classic Game Postmortem on the groundbreaking 1990 graphic adventure game Loom at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

More thoughts on formalism in game design 27
by Gamasutra Community [01.21.15]
"The fact that I'm especially interested in certain aspects of games doesn't mean I'm resentful or angry about the other aspects. I accept them, I enjoy them, sometimes I love them."
Design