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July 28, 2015
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July 28, 2015
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Updates » Exclusive
Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Exclusive

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

Developing Deus Ex: An oral history Exclusive 5
by Alex Wawro [06.23.15]
15 years ago this week, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Design, Exclusive

Game Design Deep Dive: Action Henk's jump physics Exclusive  
by Roel Ezendam [06.19.15]
Roel Ezendam, Game Coder at RageSquid: "Having control over the height of the jump is another way to create player decisions and deeper mechanics."
Console/PC, Indie, Design, Exclusive

E3: The great console circus rides again Exclusive 2
by Simon Carless [06.19.15]
Thoughts on E3 from Simon Carless: "as a midsized console game publisher, you're only a couple of flops away from serious trouble if your games cost $50-$100 million each. It's a strange time indeed."
Console/PC, Business/Marketing, Exclusive

Making Prettygreat mobile games with the creator of Fruit Ninja Exclusive 2
by Alex Wawro [06.17.15]
Gamasutra chats with Fruit Ninja and Jetpack Joyride designer Luke Muscat about his decision to quit Halfbrick with his pals to start a new studio, Prettygreat, and what it takes to make a mobile mega-hit.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Designing controls for a living piece of bread Exclusive 1
by Kris Graft [06.16.15]
Bossa Studios' Luke Williams explains how awkward, hilarious games like I Am Bread and Surgeon Simulator are designed not to frustrate players, but to try new things with game controls and concepts.
Indie, Design, Exclusive, Video, E3

Don't Miss: 20 Japanese RPGs every game designer should play Exclusive 24
by Kurt Kulata [06.16.15]
The Japanese role-playing game is an important genre for developers to understand; in this classic 2008 feature, Gamasutra suggests an 'Essential 20' study guide to some of the top JRPGs of all-time.
Console/PC, Art, Design, Production, Exclusive

Ubisoft's new swordfighting game is a lesson in persistent pitching Exclusive 3
by Kris Graft [06.15.15]
For Ubisoft Montreal creative director Jason VandenBerghe, getting For Honor greenlit wasn’t a forgone conclusion. In fact, it was a concept more than 10 years (and multiple rejections) in the making.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video, E3

Microsoft leans on 'core' games and the promise of HoloLens at E3 Exclusive  
by Christian Nutt [06.15.15]
Microsoft came out swinging today at its annual E3 press conference with a core gamer-focused slate of newly announced and already known games.
Console/PC, Business/Marketing, Exclusive, E3

Why a World of Goo dev made a puzzle game about programming humans Exclusive 1
by Alex Wawro [06.12.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Console/PC, Design, Exclusive

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

'Things we create tell people who we are': Designing Zachtronics' TIS-100 Exclusive 10
by Alex Wawro [06.09.15]
Gamasutra speaks to Zachtronics founder Zach Barth and compatriot Matthew Burns about why they've launched the arcane assembly language puzzle game TIS-100, and what value they found in telling its story.
Console/PC, Indie, Programming, Design, Exclusive

Don't Miss: The pro who fan-translated Nintendo's Mother 3 Exclusive 5
by Simon Parkin [06.05.15]
20 years ago today, Earthbound saw U.S. release. The sequel never came over, so pro translator Clyde 'Tomato' Mandelin took it upon himself to create a fan translation. This is his story.
Console/PC, Production, Exclusive

Don't Miss: Composing the music of Fallout's Mojave wasteland Exclusive 4
by Scott Lawlor [06.03.15]
In this 2010 feature Obsidian's Scott Lawlor talks composing the music of Fallout: New Vegas, and how elements of the previous games informed the series' new aesthetic and technical capabilities.
Console/PC, Audio, Exclusive

Don't Miss: How XCOM enables players to tell their own stories Exclusive 25
by Leigh Alexander [06.01.15]
In this classic 2012 feature, Firaxis' Garth DeAngelis talks about building opportunities for emergent storytelling into XCOM: Enemy Unknown, and the power the player's internal narrative can hold.
Console/PC, Design, Exclusive

Game Design Deep Dive: Alarm systems in Klei's Invisible, Inc. Exclusive 4
by James Lantz [06.01.15]
Technical designer James Lantz breaks down Klei's iterative approach to designing the alarm systems in Invisible, Inc. so they consistently create a tense, high-pressure environment.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: A behind-the-scenes look at sound design for Journey Exclusive 14
by Steve Johnson [05.28.15]
"There are too many stories in these sounds for the world to never know," wrote Journey sound designer Steve Johnson in this timeless 2012 feature. "So I thought I'd share them with you."
Console/PC, Audio, Design, Exclusive