Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 7, 2016
arrowPress Releases
February 7, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Blog: Character creators and race in games 3
by Gamasutra Community [02.03.16]
Two students take a close look at how video game character creators represent race, and speak to players to find out how those representations affect them.
Console/PC, Social/Online, Art, Design, Business/Marketing

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance. The soundscapes and landscapes can be manipulated using a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

Beyond smart and stupid: Walking a line through The Witness 8
by Gamasutra Community [02.03.16]
"The line that I'm walking through The Witness must look like the polygraph of a neurotic, pinballing mess. And that thought, unexpectedly, may be what keeps me playing it."
Console/PC, Indie, Design

Why Heroes Charge's combat system is so engaging 2
by Gamasutra Community [02.03.16]
"Heroes Charge is designed around a very deep combat system. . After months playing the game, players can still learn details of the combat system that can make a difference in a battle."
Smartphone/Tablet, Design

Engineering the engineering-based gameplay of Scrap Mechanic 1
by Roy Graham [02.03.16]
'We wanted to make you feel like a real mechanic when you put things together, so we have no editor view,' says Pontus Holmbom of Axolot Games.
Console/PC, Indie, Art, Design, Video

Don't Miss: The realities of building a LEGO MMO 5
by Brandon Sheffield [02.02.16]
In this classic 2010 interview Ryan Seabury, creative director of LEGO Universe, discusses the development process of the now-defunct game, which helped pioneer complex crafting systems in MMO games.
Console/PC, Design

GDC 2016: See how Big Huge Games found F2P success with DomiNations 1
by Staff [02.02.16]
Tim Train, CEO of Big Huge Games 2.0, will speak at GDC 2016 about he and his team learned from developing, launching and maintaining their free-to-play strategy game DomiNations for an entire year.
Smartphone/Tablet, Design, Business/Marketing, GDC

Opinion: Prejudice as a game mechanic 3
by Katherine Cross [02.02.16]
The label 'empathy games' is associated with indie titles like Dys4ia to Cibele. But it may also apply to AAA titles like Dragon Age: Inquisition and the forthcoming Mafia III.
Design

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

The state of game development in Africa 3
by Richard Moss [02.02.16]
They dream of African heroes and mythical beings getting embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Kirby and character momentum 8
by Gamasutra Community [02.02.16]
"I noticed one particular theme throughout the Kirby games. Every power, every ability, every level, every enemy. They're all designed to prove one thing: Kirby is an unstoppable force."
Console/PC, Design

Don't Miss: Designing XCOM so players tell their own stories 27
by Leigh Alexander [02.01.16]
In this classic 2012 feature Firaxis' Garth DeAngelis talks about designing opportunities for emergent storytelling in XCOM: Enemy Unknown, and the power your player's internal narrative can hold.
Console/PC, Programming, Design

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At GDC 2014, Blizzard's Ben Thompson explained how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

This Week in Video Game Blogging: Seeing and Witnessing 1
by Critical Distance [02.01.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their new Senior Curator Zoya Street, on level design, NDAs and The Witness.
Console/PC, Indie, Design

Brutalist architecture in games 5
by Gamasutra Community [02.01.16]
"Often criticized as being crude, threatening, and lacking decoration or flair, it fits within both the aesthetics of video game art, and within the context of level design and play."
Console/PC, Indie, Art, Design

Road to the Student IGF: Gabe Cuzzillo's Ape Out  
by Chris Baker [02.01.16]
'The concept evolved from experiments with a top down stealth game. The way that enemies can become shields and weapons kind of just fell out of the verbs--grabbing and pushing.'
Console/PC, Indie, Design, IGF

Capturing iconic look and sound in Star Wars: Battlefront  
by Chris Kerr [02.01.16]
"Film and games don’t always play nice with each other," says design director Niklas Fegraeus. "Games require balance and fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Postmortem: Flippfly's Race the Sun 6
by Aaron & Forest San Filippo [02.01.16]
What went right and wrong during development of the endless runner Race the Sun, from Kickstarter to multi-platform release.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

State of the Industry: Game devs offer opinions on our VR future Exclusive 5
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR, Design, Production, Exclusive