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A quick video history of the Dark Souls franchise and Hidetaka Miyazaki's work  
by Christian Nutt [05.03.16]
One of the most influential and beloved console franchises of the past decade has reached its final installment; this video breaks down the work of creator Hidetaka Miyazaki, who shepherded it.
Design, Console/PC, Video

The origins of Fire Emblem, shared in a classic interview with its creator  
by Alex Wawro [05.03.16]
"I call it 'roleplaying simulation.'†Itís a new genre," Fire Emblem's Shouzou Kaga said in a recently-translated 1990 chat. "I wanted to create a game where the player could get more emotionally invested."
Design, Console/PC

Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored 8
by Christian Nutt [05.03.16]
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored and learn about where (and why) the game's design took shape.
Design, Production, Art, Console/PC

The past, present, and future of FMV in games 4
by Gamasutra Community [05.03.16]
From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future.
Design, Console/PC, Indie

Ammo systems and BioShock 3
by Gamasutra Community [05.03.16]
"The more I use it the more comfortable I get with it, and thus the more I use it. This increasing preference-for/reliance-on a single gun poses a couple problems from a game design standpoint."
Design, Console/PC

The pros and cons of procedural generation in Overland 2
by Joel Couture [05.03.16]
"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman.
Design, Indie, Video


Consequences in Games 5
by Lewis Pulsipher [04.29.16]
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
Design, Console/PC

A Filthy Casual Talks Clash Royale 3
by Randy OConnor [04.27.16]
Randy thinks a bit about his love and frustration for Clash Royale.
Design

Building Emotional Connections With Game Design  
by Sande Chen [04.26.16]
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.
Design, Serious, Indie, Social/Online

UX Review: 'Piggy Bank (Endowment) Effect! unique monetisation hooks of Slotomania 2
by Om Tandon [04.25.16]
Deep dive in to hooks and baits of social casino games, utilisation of psychological principles for unique monetisation and conversion opportunities.
Business/Marketing, Design, Production, Serious, Social/Online, Smartphone/Tablet

Learning Basic Fluency In Dark Souls 3's Cemetery of Ash 1
by Anthony Panecasio [04.19.16]
A level design deep dive on why Dark Souls 3's Cemetery of Ash serves as an expertly-designed tutorial that can push newcomers to their first major victory within the first hour of play.
Design, Console/PC

When Story Isn't Everything  
by Sande Chen [04.18.16]
In this article, game writer Sande Chen discusses how storytellers can mitigate ludonarrative dissonance by respecting the player experience
Design


Hasbro — Pawtucket, Rhode Island, United States
[05.02.16]
Hasbro Gaming Design Managers


CCP — Reykjavik, Iceland
[05.02.16]
Game Design Director


The Walt Disney Company — Glenale, California, United States
[05.02.16]
Senior Concept Artist


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[05.01.16]
Game Designer


Sucker Punch Productions — Bellevue, Washington, United States
[04.30.16]
Systems Designer


Psyonix — San Diego, California, United States
[04.29.16]
UI Artist for Rocket League


International Game Technology — Reno, Nevada, United States
[04.28.16]
Lead Artist


Schell Games — Pittsburgh, Pennsylvania, United States
[04.28.16]
Project Design Director


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.28.16]
Game Director


Insomniac Games — Burbank, California, United States
[04.27.16]
Senior Designer
Insomniac Games is looking for a talented Sr Designer to come join us!!