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November 28, 2021
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Features » Design
How Sleeping Dogs Tackles Open World Design 8
by Christian Nutt [06.29.12]
The senior creative team at United Front games explains how it hopes to shake up the open world genre with Sleeping Dogs, a Hong Kong cinema-inflected take on the formula which has an emphasis on storytelling and combat as well as exploration.
Design, Interview

Building a Better Zombie 13
by Christopher W. Totten [06.28.12]
In this article, Westwood College game design professor Christopher Totten takes a look at how zombies arose in popular culture, how they're used in other media, and explores how they have been used in games -- and how they could be deployed even more effectively.

Congratulations, Your First Indie Game is a Flop 75
by Matej Jan [06.27.12]
An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.
Business/Marketing, Design, Indie, Smartphone/Tablet

Chrono Trigger's Design Secrets 27
by Victoria Earl [06.26.12]
An analysis of the gameplay of the seminal RPG, which explores exactly how its structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.

Charging at the Challenges of Kinect 7
by Christian Nutt [06.25.12]
In this interview, Rare engineer David Quinn (Kinect Sports 1 and 2) discusses how the team has solved the issues that they've faced when developing for Microsoft's motion-sensing peripheral -- including approaches using skeleton tracking, speech, depth sensing, and more.
Design, Interview

How Do You Put the Sim in SimCity? 33
by Christian Nutt [06.22.12]
SimCity creative director Ocean Quigley talks to Gamasutra about how the team at Maxis brings forth satisfying decisions for players and also accurately reflect the ways in which these systems interact in the real world.
Design, Interview

When Violence Meets Honor in History and Games 27
by Christoph Kaindel [06.21.12]
Consultant Christoph Kaindel takes a look at the real reasons and methods behind fights in history, offering up a few ideas for how everyday life in a late medieval city might be taken as inspiration for building believable game worlds for RPGs or sandbox-style action adventures.

A Way to Better Games: Establishing Functional Theory 80
by Keith Burgun [06.19.12]
What will it take to make a real step forward in game design? Keith Burgun argues that we need to develop a standard by which to judge what is and what is not a game, and a way of looking at game design much like formal music theory.

10 Years of Behavioral Game Design with Bungie's Research Boss 22
by John Hopson [06.15.12]
Bungie's head of user research takes another look at his decade-plus old article, which has become both influential and infamous for its suggestion that games can be better when developers take the psychology of players into account.

Postmortem: Zachtronics Industries' SpaceChem 16
by Zach Barth [06.13.12]
The developer of the cult indie puzzle hit SpaceChem explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Design, Postmortem, Production, Indie