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August 28, 2015
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August 28, 2015
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Updates » Exclusive
Don't Miss: Remembering the life and times of Nintendo Power Exclusive 19
by Frank Cifaldi [05.13.15]
Nintendo Power founding editors Gail Tilden and Howard Phillips share their memories of launching (for better or worse) one of the most influential video game periodicals in this classic 2012 feature.
Console/PC, Business/Marketing, Exclusive

Work / Life / Work Balance: Making two games at once, and surviving Exclusive 15
by Alex Wawro [05.11.15]
Gamasutra speaks to developers who are working on multiple projects simultaneously to learn how and why they spend ten hours a day making a game -- and then come home and work on another game.
Console/PC, Indie, Design, Production, Exclusive

Turning the UK election into a game marketing campaign Exclusive  
by Phill Cameron [05.08.15]
We talk to Simon Bennett of Roll7 about how his studio co-opted the UK General Election into a marketing campaign for their game Not a Hero.
Console/PC, Indie, Business/Marketing, Exclusive

Game Design Deep Dive: One-hit kills in Titan Souls Exclusive 6
by Mark Foster [05.07.15]
Mark Foster, lead designer and programmer: "We gave the player a one-hit death; when I added in the fights, I just left them as single-hit kills, too. I felt like this just made sense in terms of gameplay."
Console/PC, Indie, Design, Exclusive, Deep Dive

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

'What impact has the game modding community had on your career?' Exclusive 2
by Christian Nutt [05.01.15]
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
Console/PC, Indie, Business/Marketing, Exclusive, Recruitment

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Don't Miss: The Skyrim mod that was also a job application Exclusive 32
by Mike Rose [04.27.15]
In 2013, there was only one studio in the whole world Alexander Velicky wanted to work for -- so he put thousands of hours of game dev work into a single mod for one of their games.
Console/PC, Design, Business/Marketing, Exclusive

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

If you build it: Colossal Order on Cities: Skylines modding Exclusive 2
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Smartphone/Tablet, Design, Exclusive

Pay-To-Flay: Examining microtransactions in Mortal Kombat X Exclusive 31
by Alex Wawro [04.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing, Exclusive

Don't Miss: What I learned coding X-Wing Vs. TIE Fighter Exclusive 2
by Peter Lincroft [04.17.15]
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter -- with a specific focus on its multiplayer systems.
Console/PC, Programming, Exclusive

Don't Miss: Examining the ethics of free-to-play games Exclusive 119
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

The same V8 with half the weight: One dev's experience with DX12 Exclusive 2
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
Console/PC, Production, Exclusive

Don't Miss: How game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [04.14.15]
In 2014, Gamasutra spoke at length with developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

Cheating Death: Accommodating player failure and recovery Exclusive 4
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive

What the heck is Yo-Kai Watch? 10 things you need to know Exclusive 3
by Christian Nutt [04.08.15]
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, Business/Marketing, Exclusive

Don't Miss: What The Witcher taught CD Projekt about RPG design Exclusive 15
by Tom Curtis [04.07.15]
The joint CEO and studio head of CD Projekt Red reflect on the lessons learned from the development and release of The Witcher 2 in this classic interview.
Console/PC, Art, Design, Production, Exclusive