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November 28, 2015
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November 28, 2015
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Updates » Exclusive
Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Dean Hall on his losing battle with the New Zealand government Exclusive 56
by Phill Cameron [07.16.15]
We talk to DayZ creator Dean Hall about his struggles to set up a studio in New Zealand, and the ensuing furor online when he Tweeted about his troubles.
Console/PC, Indie, Production, Business/Marketing, Exclusive

When numbers and narrative live in harmony Exclusive  
by Katherine Cross [07.15.15]
Hanako Games' visual novel Black Closet balances narrative with tabletop-style dice rolls without getting bogged down in a meaningless numbers game, says columnist Katherine Cross.
Console/PC, Indie, Design, Exclusive

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive 1
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: How to design effective co-op campaigns Exclusive 12
by Tim Keenan [07.14.15]
What does it take to implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue, discussing his own challenges and triumphs in this 2012 feature.
Console/PC, Indie, Design, Production, Exclusive

7 crafting systems game designers should study Exclusive 12
by Bryant Francis [07.14.15]
A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers.
Console/PC, Design, Exclusive

Don't Miss: How Iwata and Miyamoto shaped the future of Nintendo Exclusive 2
by Osamu Inoue [07.13.15]
In this classic 2010 excerpt from Nintendo Magic, author and reporter Osamu Inoue explains how Satoru Iwata and Shigeru Miyamoto joined Nintendo and shaped the company's philosophy of game design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

How 5 years of burning ambition brought Retro City Rampage to DOS Exclusive 7
by Alex Wawro [07.10.15]
"I've got the digital version ready...but I'd like to release it side-by-side with the floppy version," indie Brian Provinciano explains in this chat with Gamasutra about porting RCR to DOS in 2015.
Console/PC, Indie, Programming, Production, Exclusive

What happens when you give players 100 tries to beat a roguelike? Exclusive 6
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

8 key VR takeaways from a chat with Oculus' CEO Exclusive 2
by Kris Graft [07.06.15]
Gamasutra editor-in-chief Kris Graft spoke with Brendan Iribe, CEO of Oculus VR to gauge where VR is today, and what's in store for the future inside and outside of games.
Console/PC, Indie, Business/Marketing, 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