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November 28, 2015
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November 28, 2015
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Updates » Exclusive
Don't Miss: Making humor work in games is no laughing matter Exclusive 13
by Bob Mackey [04.01.15]
In this classic feature, Gamasutra talks with developers like Rhianna Pratchett, Al Lowe and Chuck Jordan to workshop what it takes to make genuinely funny, comedic games.
Console/PC, Design, Exclusive

Don't Miss: Axiom Verge creator discusses Metroidvania design Exclusive 1
by Christian Nutt [03.31.15]
Axiom Verge developer Tom Happ digs into how and why he went about designing his game as a love letter to the genre pioneered by Super Metroid, and what room remains for other designers to explore.
Indie, Design, Exclusive

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Console/PC, Indie, Design, Exclusive

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [03.25.15]
In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind.
Console/PC, Programming, Design, Production, Exclusive

How Dark Souls' multiplayer mechanics are invading other worlds Exclusive 17
by Alex Wawro [03.24.15]
What is it about how Souls games handle player invasions that made them so compelling? We talk to a few developers to explore why the mechanic is so exciting, and how they put their own spin on it.
Console/PC, Social/Online, Design, Exclusive

Being a responsible (and successful) Early Access developer Exclusive 3
by Phill Cameron [03.18.15]
We look into the considerations and responsibilities involved in running and maintaining a successful Early Access game.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

'T.M.I.': Preserving the suspension of disbelief through ambiguity Exclusive 7
by Phill Cameron [03.10.15]
What information should you tell the player, and what will shatter their immersion? We investigate.
Console/PC, Indie, Design, Exclusive

Yoichi Wada lays out Shinra's cloud gaming goals Exclusive 2
by Alex Wawro [03.06.15]
Gamasutra talks to Shinra Technologies president Yoichi Wada about what developers need to know about making games for the platform, where it's going, and why he was wrong about the death of consoles.
Social/Online, Business/Marketing, Exclusive, GDC

'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Warren Robinett reflects on his 'signature' game: Adventure Exclusive 7
by Alex Wawro [03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015.
Console/PC, Design, Exclusive, GDC

How games can shape American culture - and vice versa Exclusive  
by Alex Wawro [03.05.15]
Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
Indie, Design, Exclusive, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Console/PC, Business/Marketing, Exclusive, GDC

How Creative Assembly Brought Fear To Alien: Isolation Exclusive 3
by Simon Parkin [03.04.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices.
Console/PC, Design, Exclusive, GDC

Carmack's perspective on the future of mobile VR game development Exclusive 5
by Alex Wawro [03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 2
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC