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Postmortem: DrinkBox Studios' Guacamelee! 6
by Anonymous [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Business/Marketing, Design, Postmortem, Production, Indie

A New Pokémon for a New Era 8
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

Puppeteer: A macabre fairy tale game made 'the Japanese way' 9
by Christian Nutt [09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
Design, Console/PC

Animal Crossing's Strange, Unresolved Conflict 7
by Ian Bogost [09.05.13]
While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. Game designer, critic and academic Ian Bogost takes a look back at the 2002 original GameCube version.
Design

Designing local multiplayer games for microconsoles  
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
Design, Smartphone/Tablet, Microconsole


Metal Gear science: Predicting player behavior in stealth games  
by Gamasutra Community [10.15.13]
A Unity tool for analyzing and predicting player behavior patterns in stealth games? It exists, and the understanding it brings could change the way this genre is designed.
Design, Programming, Console/PC, Indie

Analysis: Broken immersion in Beyond: Two Souls 19
by Gamasutra Community [10.15.13]
Quantic Dream's latest game once again has a strong emphasis on storytelling, but experienced game designer Adrian Chmielarz argues how the game lacks what he calls "player-protagonist sync."
Design, Console/PC

Raph Koster, Ouya's Uhrman, Magic's Skaff Elias to speak at GDC Next 2013  
by Staff [10.14.13]
New GDC Next talks include Raph Koster on games' widening definitions, Ouya's CEO on 'Why Now Is the Best Time Ever to Be a Game Developer,' and Magic: The Gathering's Skaff Elias on tweaking luck and skill.
Business/Marketing, Design, Programming, Production


Honor Thy Player's Time  
by Ben Serviss [10.15.13]
Being grateful for the player's investment in your game can be key to making the player care about what you have to show them.
Design, Console/PC, Indie, Smartphone/Tablet

Breaking the Mold: Designing a kung-fu game that's not about fighting - Part 4  
by Drew Parker [10.15.13]
This is part four of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.
Design, Production, Smartphone/Tablet

The Rational Design Handbook: Four Primary Metrics  
by Luke McMillan [10.14.13]
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the second in a series which examines one particular implementation of Rational Design / Rational Level Design.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Street Fighter is one of the greatest story telling games  
by Sjors Jansen [10.14.13]
A view on story and storytelling in games. Not cutscenes and half-dialogues. But the stories the players walk away with.
Design

The Hot Potato of Vagabond Dogs: Justin and Jake on ‘Always Sometimes Monsters’  
by Christopher Floyd [10.14.13]
A candid conversation with Jake Reardon and Justin Amirkhani from Vagabond Dogs about how they took Always Sometimes Monsters to the Indie MEGABOOTH.
Design, Production, Indie