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December 1, 2015
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December 1, 2015
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Updates » Design
Video: Reducing anti-social behavior in games through smart design  
by Staff [12.01.15]
At GDC 2015, psychologist and Player Research games user researcher Ben Lewis-Evans explored how games can be explicitly designed to reduce anti-social behavior by their players.
Social/Online, Design, Video, Vault

This Week in Video Game Blogging: Fallout 4 and assassin architecture  
by Critical Distance [12.01.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from environmental storytelling in Fallout 4 to connecting games to the art disciplines of brutalism and opera.
Console/PC, Art, Design

PSA: One week left to submit your alternative controller games to ALT.CTRL.GDC!  
by Staff [12.01.15]
Monday, December 7th is the deadline to submit your unique game peripherals, contraptions and novelties that enhance game experience to the ALT.CTRL.GDC showcase at GDC 2016.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Voice interaction and player identity dissonance in games  
by Gamasutra Community [12.01.15]
"Voice interaction in games is curiously polarizing. Players routinely express frustration with its accuracy, its social awkwardness, its potential for griefing, and its inefficiency."
Console/PC, Audio, Design

Come to GDC 2016 to get hard data on how crunch makes games worse 1
by Staff [12.01.15]
With GDC 2016 drawing closer, conference officials are pleased to announce details of two new talks on finding success in the game industry from longtime members Bob Bates and Paul Tozour.
Console/PC, Indie, Design, Production, GDC

Adobe bids farewell to Flash, announces Animate rebranding 2
by Chris Kerr [12.01.15]
Adobe has at long last confirmed the death of Flash, announcing plans to rebrand its ageing web animation software as Adobe Animate CC early next year.
Social/Online, Indie, Design, Production, Video

The White House reveals the winners of the National Climate Game Jam  
by Chris Kerr [12.01.15]
The winners of the National Climate Game Jam, an event designed to educate people about the effects and causes of climate change, have been revealed.
Indie, Programming, Design

Hope is the message: Breaking free of fear in life and game dev 5
by Gamasutra Community [12.01.15]
Laralyn McWilliams: "Ultimately we have two choices: we can greet our definitely indefinite future with fear, or we can embrace the unknown in all its potential to surprise, challenge and delight us."
Console/PC, Smartphone/Tablet, Design

UX comparison: Clash of Clans vs. Rival Kingdoms 6
by Gamasutra Community [11.30.15]
"I believe UX design in a product is a voice, that stands for the end user. It must identify pain points and cognitive friction which users might have experienced in the past in a similar product."
Smartphone/Tablet, Art, Design, Business/Marketing

Level design, from paper to screen 4
by Gamasutra Community [11.30.15]
"Being a dev team of one means I need to work quickly and efficiently. Iíve developed a process for producing my levels that will hopefully be useful to someone else out there."
Indie, Design

Developer lessons from big Steam seller Big Pharma 1
by Gamasutra Community [11.30.15]
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Console/PC, Indie, Design, Production, Business/Marketing

Jetpac to the past: Analyzing a Rare classic 1
by Gamasutra Community [11.30.15]
"I like this game because it is (for the most part) incredibly fair. Meaning that when the player dies, 99% of the time they see it coming."
Console/PC, Design

Weaving death and narrative together in This Book is a Dungeon  
by Joel Couture [11.30.15]
'A theme I settled on early in the project: kill players in horrible, awful, icky ways, but to make those death sequences as memorable as possible.'
Indie, Design, Production, Video

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 5
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Console/PC, Indie, Art, Design, History

Don't Miss: 20 fun facts about hex grids 30
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

RTS design: Economics and player agency 1
by Gamasutra Community [11.27.15]
"The more options players have to succeed in an RTS game, the more players will engage with that game. There are a number of facets to this, but Iíd like to look at game economies first."
Console/PC, Design

Don't Miss: Avalanche's model for video game boat physics 14
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Blog: The fanatic and his RPG 2
by Gamasutra Community [11.26.15]
"In early 2004, a middle-aged man with the Fallout-derived moniker 'Vault Dweller' wrote a brief forum post that began, 'Long story short, Iíve decided to make a game...' By late 2015, he had posted some 30,000 more messages."
Indie, Design, Production, Business/Marketing

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive