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April 20, 2019
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Video: How co-op VR is used to help train astronauts for space  
by Staff [04.19.19]
At GDC 2018 a panel of game makers and experts from Boeing and NASA discuss how the tools of game development can be used to help train astronauts for their voyages to the edge of known space.
Design, Video, Vault

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Design, Console/PC, Indie

Amnesia dev makes the case for why lying to players is sometimes good game design  
by Alissa McAloon [04.19.19]
Frictional Games' Thomas Grip explains how considering what players assume about features can sometimes matter more than the actual features themselves.
Design, Console/PC

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Design, Console/PC, Indie

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Design, Console/PC

Blog: Three lessons for narrative game design students  
by Gamasutra Community [04.19.19]
Three general lessons for students interested in narrative and game design on communities, supporting people, and the role of practice in trying to improve skills over time.
Design


Troll Games - Design a golden path  
by Diego Ricchiuti [04.19.19]
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Design

The Morality of Anti-Heroes in Video Games: Why it's Fun to be the 'Bad Guy'  
by Katrina Filippidis [04.19.19]
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Design, Indie

How to Make Catchy Collectibles  
by Josh Bycer [04.19.19]
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Design, Console/PC, Indie

5 Basic Steps in Creating Balanced In-Game Economy  
by Darina Emelyantseva [04.18.19]
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
Design

Good intro vs. Great intro. What makes a game prologue gripping? 3
by Anton Slashcev [04.18.19]
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
Design

Video game music composer gives lecture at the Library of Congress 2
by Winifred Phillips [04.17.19]
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Audio, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR


DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
3D Animator: Full-time Digital Art and Animation Faculty Position DigiPen Institute of Technology, Redmond, WA campus

DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
Game Art Production Artist: Full-time Digital Art and Animation Faculty position DigiPen Institute of Technology, Redmond, WA campus

Deep Silver Volition — Champaign, Illinois, United States
[04.19.19]
Lighting Artist


DeepMind — London, England, United Kingdom
[04.19.19]
Games Designer
Games Designer

Deep Silver FISHLABS — Hamburg, Germany
[04.18.19]
Lead Combat Designer (m/f/d)


Deep Silver FISHLABS — Hamburg, Germany
[04.18.19]
Senior 3D Artist (m/f/d)


Bradley University — Peoria, Illinois, United States
[04.17.19]
Instructor-in-Residence of Game Design


Northampton College — Northampton, England, United Kingdom
[04.17.19]
Teacher for Games Design


Chatham University — Pittsburgh, Pennsylvania, United States
[04.15.19]
Assistant Professor - Immersive Media


Sucker Punch Productions — Bellevue, Washington, United States
[04.12.19]
Narrative Writer