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October 9, 2015
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October 9, 2015
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Updates » Design
Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Have a look at the original WipeOut design document 5
by Alex Wawro [09.30.15]
What appears to be the original design doc for Psygnosis' 1995 sci-fi racing game has been published on a WipeOut Facebook page by original dev (and current Playrise Digital chief) Nick Burcombe.
Console/PC, Design

Don't Miss: The remarkable history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [09.30.15]
In this classic feature authors Bill Loguidice and Matt Barton present an annotated history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Don't miss: The making of GoldenEye 007 1
by GDC Vault Staff [09.29.15]
"GoldenEye 007's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles."
Console/PC, Programming, Design, Production

Thinking about playwriting for improving on game writing 2
by Gamasutra Community [09.29.15]
"So if you're making a game that's heavy on story text, perhaps you should read some plays (your local library is sure to have some) and consider how you can imply more and state less."
Indie, Design

Lying through your teeth, and other great ways to fix your tutorial 9
by Gamasutra Community [09.29.15]
"The game requires interacting with this slider to start, ensuring players know it exists... Once the game actually starts, they can slide their finger anywhere on the left side of the screen."
Smartphone/Tablet, Design

Third-person camera design 3
by Gamasutra Community [09.29.15]
"As for a classical game design document in the industry, I extracted the parameters which are needed by the game designer to tweak the camera."
Console/PC, Design

Streamlining design through playtesting 4
by Gamasutra Community [09.29.15]
On iterative design: "After I had received my lashes, I went home and stared at the ceiling for a bit." And then, after fixes: "There was a fundamental shift in how people were playing the game."
Console/PC, Indie, Design

The man behind Second Life promises VR will make life virtual  
by Christian Nutt [09.28.15]
"We’ll think of our lives as being mostly virtual, and the real world will be something that maybe we come back to as a kind of a museum to marvel at as part of our past."
Console/PC, Smartphone/Tablet, Design, VR

Don't miss: Valve's writers and the creative process 12
by Kris Graft [09.28.15]
In this rare 2009 interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Tokyo Game Show Tidbits: Indie game impressions, part 2  
by Lena LeRay [09.28.15]
Our hot takes from Tokyo continue! Here are quick impressions of several more indie games we saw on the show floor and in the indie games area at the Tokyo Game Show.
Console/PC, Indie, Design, Business/Marketing

Tokyo Game Show Tidbits: Indie game impressions, part 1  
by Lena LeRay [09.28.15]
There were ninety-three exhibitors in the indie game area at Tokyo Game Show this year and some more who were in the main area. Here is the lowdown on some of the ones I did check out.
Console/PC, Indie, Design, Business/Marketing

Guild Wars 2 lead designer joins Amazon to work on new PC game  
by Alex Wawro [09.28.15]
After 10 years at ArenaNet, Guild Wars 2 lead designer Eric Flannum has joined Amazon Game Studios as creative director on the development of a new third-person "competitive, melee-oriented" PC game.
Console/PC, Design

VR doesn't have to make you sick, says Valve developer 4
by Chris Kerr [09.28.15]
During a recent EGX developer session, Valve's Chet Faliszek stated that poor design, not players, is responsible for the motion sickness some feel when using VR headsets.
Console/PC, Indie, Design, VR

Q&A: The 'rhythm violence' of Thumper  
by Lena LeRay [09.28.15]
Drool LLC's upcoming rhythm-action game Thumper is simply brutal. Harmonix vet Marc Flury, co-founder of Drool LLC, talks to us about the experience of making the game
Console/PC, Indie, Audio, Design, Production, Video