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February 7, 2016
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February 7, 2016
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Updates » Console/PC
Q&A: Jon Ingold on Sorcery! and crafting interactive fiction  
by Konstantinos Dimopoulos [01.25.16]
'The end of the Sorcery! epic is our focus for the moment; it's a bittersweet feeling to be coming to the end of the series after nearly 1.5 million words.'
Console/PC, Indie, Design, Production, Video

Don't Miss: The character design of Blade & Soul is all about flow 5
by Brandon Sheffield [01.25.16]
In this classic 2010 interview, conducted in his native Seoul, Korean game developer Hyung-Tae Kim discusses his process, his thoughts on anatomy and character, and his influences.
Console/PC, Social/Online, Art, Design

The influence of music on the perception of difficulty 1
by Gamasutra Community [01.25.16]
"So what I set out to prove was, does the player feel like the game is getting harder when the music changes while playing? The setup for the test was quickly established."
Console/PC, Smartphone/Tablet, Indie, Audio, Design

Balancing a game the right way: Make stats designer-facing 3
by Gamasutra Community [01.25.16]
"My variables made logical sense for the game code, but not for the designer. I set out to rename all my stats, shifting from 'how does this work' to 'what makes most sense to me?'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

New ideas from studying the past: A chat with Street Fighter producer Ono  
by Christian Nutt [01.25.16]
Street Fighter V's development motto translates as "developing new ideas based on study of the past," and series producer Yoshinori Ono explains just what that means for the franchise -- and the industry.
Console/PC, Design, Production, Business/Marketing

Avoiding the 'tagalong trap' in co-op game design 1
by Gamasutra Community [01.25.16]
"Creating an engaging co-op experience comes down to carefully understanding the roles the characters play, and balancing their involvement throughout the experience." Here are some tips and lessons learned.
Console/PC, Indie, Design

Blog: Destination Austin 6
by Gamasutra Community [01.25.16]
Austin, Texas: A booming city in the U.S. and a game development hub. This blog post discusses what it's like, and, as a game dev, whether it's a place you might want to move.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Five Nights at Freddy's creator apologizes for releasing unfinished game 3
by Chris Kerr [01.25.16]
Five Nights at Freddy's (FNaF) creator Scott Cawthon has issued an apology to fans following the release of the latest addition to his horror franchise, RPG spin-off Five Nights at Freddy's World.†
Console/PC, Production

Get a job: Insomniac Games seeks a UI Programmer  
by Staff [01.22.16]
Are you a C++ programmer who also knows your way around Scaleform, Flash, and ActionScript? Insomniac Games would like to hire someone like you to work as a UI programmer at their Burbank, CA studio.
Console/PC, Programming, Recruitment

Video: Using iterative level design to ship Skyrim and Fallout  
by Staff [01.22.16]
At GDC 2014, Bethesda's Joel Burgess took to the stage to†share insights into the iterative approach used by Bethesda's level design team plan, implement, test and polish massive amounts of content.
Console/PC, Design, Production, Video, Vault

How game devs around the industry deal with imposter syndrome 3
by Alex Wawro [01.22.16]
A handful of game makers who feel like frauds share their thoughts on the topic of imposter syndrome with Polygon, and how those feelings affect both their personal and professional lives.
Console/PC, Indie

The secret of The Legend of Legacy 13
by Christian Nutt [01.22.16]
Gamasutra editor Christian Nutt writes: "The Legend of Legacy is absolutely is one of my favorite games of 2015, and it is overlooked, misunderstood, and maligned."
Console/PC, Design

Download your copy of the GDC 2016 State of the Industry report!  
by Staff [01.22.16]
Game Developers Conference officials are pleased to release the full results of the 4th annual GDC State of the Industry survey today, and now you can†download a copy of the full report†for yourself.†
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Don't Miss: How BioWare addresses sexism and sexuality in games 39
by Staff [01.22.16]
In this classic 2013 presentation, one-time Dragon Age lead writer David Gaider takes a look at how BioWare's romantic characters evolved from Baldur's Gate II to the Dragon Age series.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Emotions and mechanics: Lessons about pride  
by Gamasutra Community [01.22.16]
"In sum, when considering being proud, consider three keywords: Efforts from players, Outcomes by efforts, Evaluation on outcomes. Puzzles and accumulative progress enhance the feeling of being proud."
Console/PC, Smartphone/Tablet, Indie, Design

After 17 years, Dragon Age writer Gaider departs BioWare 3
by Alex Wawro [01.22.16]
Longtime BioWare writer and designer David Gaider, who has worked on everything from Baldur's Gate II through the Dragon Age games, took to Twitter today to mark it as his last with the company.
Console/PC, Business/Marketing

The design of episodic games 4
by Gamasutra Community [01.22.16]
"Episodic games rely on strong narration, a skill which is not common among game designers. I will share with you my vision and my recommendations on the best practices on storytelling for this game format."
Console/PC, Design

Come to GDC 2016 for practical tips on making more diverse games  
by Staff [01.22.16]
GDC 2016 organizers a great Advocacy track talk from 80 Days writer Meg Jayanth that promises 10 practical ways you can make more diverse games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC

Code generation in Unity 4
by Gamasutra Community [01.22.16]
"Code generation is an immensely powerful tool that any developer can use. In its super basic form itís code that outputs text. This text can then be used for many means."
Console/PC, Smartphone/Tablet, Indie, Programming

EA fails to trademark Unravel in the U.S. 1
by Chris Kerr [01.22.16]
EA has failed to trademark the name of its upcoming 2D platformer, Unravel, in the U.S. because of a "likelihood of confusion" with a children's board game.†
Console/PC, Business/Marketing