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February 6, 2016
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February 6, 2016
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Updates » Exclusive
State of the Industry: Game devs offer opinions on our VR future Exclusive 5
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR, Design, Production, Exclusive

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

What developers, analysts think of the $600 Oculus Rift price tag Exclusive 34
by Staff [01.06.16]
What do industry analysts think of the recently announced $599/499/699 price point for the Oculus Rift?
VR, Business/Marketing, Exclusive

Inside the world of Yo-Kai Watch Exclusive 1
by Christian Nutt [11.20.15]
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.
Console/PC, Design, Exclusive

Tomb Raider and the clash between story and violence in games Exclusive 45
by Simon Parkin [11.19.15]
Game writers craft sophisticated narratives tho explain the desires and actions of their protagonists. But that's often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC, Design, Exclusive

Don't Miss: What the heck is Yo-Kai Watch? 10 things to know Exclusive 3
by Christian Nutt [11.05.15]
Want to understand what's up with the next big franchise from Nintendo and Level-5? This article lays it all out for you, from game to anime, comics, and toys -- and potential for Western success.
Console/PC, Exclusive

Classic Postmortem: The Operative: No One Lives Forever Exclusive GDMag Exclusive 6
by Craig Hubbard [11.04.15]
Monolith's campy spy-themed shooter turns 15 this month. Here's designer Craig Hubbard's in-depth postmortem that first ran in 2001.
Exclusive, History, GD Mag Exclusive

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Miitomo: What's Nintendo trying to do with its first smartphone app? Exclusive 7
by Christian Nutt [10.29.15]
So what's the deal with Miitomo? Christian Nutt takes a look at Nintendo's first app, and places it in context.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Mario Maker vs. game developers Exclusive 3
by Christian Nutt [10.19.15]
Super Mario Maker was predictably enticing to the game development community. And since this site is developer-oriented, I thought I'd showcase some of my favorite Mario Maker levels created by devs.
Console/PC, Indie, Design, Exclusive

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Don't Miss: How to design for horror, from SOMA dev Frictional Games Exclusive 5
by Kris Graft [09.22.15]
As Frictional's psychological sci-fi horror title, SOMA hits shelves, find out how the studio learned to manipulate fear by throwing away the game design rulebook.
Console/PC, Indie, Design, Exclusive

How paying for content ratings is hurting devs who release in Europe Exclusive 7
by Alex Wawro [09.16.15]
Some indies pay $300-$1k per platform to get their digital console game PEGI-rated so they can release in Europe. How is this affecting European indie dev, and what is PEGI doing to change things?
Indie, Business/Marketing, Exclusive

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' Exclusive 18
by Thomas Grip [09.15.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. In this timeless feature, creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Indie, Design, Exclusive

Analysts react to Nintendo's new president Exclusive 2
by Chris Baker [09.14.15]
Analysts weigh in on Nintendo's appointment of former general director Tatsumi Kimishima to be their new president, replacing the irreplaceable Satoru Iwata
Console/PC, Business/Marketing, Exclusive

Don't Miss: Secrets of Mario level design from Nintendo's Hayashida Exclusive 9
by Christian Nutt [09.02.15]
In this classic interview, Koichi Hayashida, director of Super Mario 3D Land for the 3DS and Super Mario Galaxy 2 for the Wii, shares some of Shigeru Miyamoto's secrets for engaging level design.
Console/PC, Design, Exclusive

Don't Miss: What Metal Gear Solid 4 taught us about war economies Exclusive 5
by Zoran Iovanovici [09.01.15]
Writer Zoran Iovanovici examines Metal Gear Solid 4's polarizing relationship with the military-industrial complex and the war economy in this classic 2010 feature.
Console/PC, Design, Business/Marketing, Exclusive

Making VR games reminds Infinity Ward expats of PS1 game dev glory days Exclusive 1
by Alex Wawro [09.01.15]
Reload Studios CEO James Chung chats with Gamasutra about what the L.A.-based studio staffed by former Call of Duty devs has learned about making virtual reality FPS games that don't make people sick.
Console/PC, Smartphone/Tablet, Design, Exclusive