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April 28, 2016
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April 28, 2016
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Updates » Design
Blog: We need more game industry arguments. Here are my suggestions! 30
by Gamasutra Community [04.07.16]
"I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Working with puzzle design through state space visualization 8
by Gamasutra Community [04.07.16]
"To better understand game puzzles, and understand what makes a puzzle interesting or boring, I started creating a tool for analyzing and visualizing the state space of the puzzle."
Console/PC, Indie, Programming, Design

How learning League of Legends helps me understand game design 5
by Bryant Francis [04.07.16]
Multiplayer games, especially MOBAs, can be obfuscating or hard to get into -- but committing to one has helped me reshape how I think about game design.
Console/PC, Design

Beamdog vows to fix bugs and stand behind staff in new Baldur's Gate update 6
by Christian Nutt [04.06.16]
In the face of online outcry, CEO Trent Oster says that his studio does not condone harassment but will move to address fan complaints regarding bugs.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: How TV inspires Remedy to make games like Quantum Break 6
by Alex Wawro [04.06.16]
Last year Remedy Entertainment's Sam Lake took a break from making Quantum Break to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
Console/PC, Design

Game design lenses help target your games  
by Gamasutra Community [04.06.16]
"A set of game design dimensions through which we can use to develop better games for a given target group. This is by no means scientifically validated but rather a conceptual framework that is born out of experience."
Smartphone/Tablet, Design

How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games likeáEuropa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notablesálast month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Blog: Opening the Atari Vault and finding the heart still beats  
by Gamasutra Community [04.05.16]
"After playing these games, especially the multiplayer versions, and finally discovering what I liked about them in the first place, I can truly say Atari Vault is something Atari fans should experience for themselves."
Console/PC, Design

Don't Miss: Valve's tips for designing great VR game interactions  
by Alex Wawro [04.05.16]
At GDC Europe last year Valve's Yasser Malaika shared some key lessons learned about making great VR game interactions by both Valve's own devs and external dev partners like Owlchemy Labs.
VR, Design

Tips for improving your game's ad monetization  
by Gamasutra Community [04.05.16]
"Here are some common game advertising issues that often arise and steadfast tips that effectively utilize in-game ads to address them."
Smartphone/Tablet, Design

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Vive has arrived: Let's take a closer look at room-scale VR in the wild 15
by Kris Graft [04.05.16]
Gamasutra editor-in-chief Kris Graft spent some time with the consumer version of the SteamVR-powered HTC Vive. Don't mount your positional trackers the same way he did.
VR, Design, Business/Marketing, Video

Romance in video games 10
by Gamasutra Community [04.05.16]
"I decided that I liked Piper, while I was playing the game. I liked her personality and the morals she showed by reacting to my actions. I found myself agreeing with her likes and dislikes. I decided to get to know her better."
Console/PC, Design

7 examples of game AI that every developer should study 5
by Richard Moss [04.05.16]
Theseágames are all notable for the interesting, clever, novel ways in which they use AI. All are worth a closer look if you're eager to let a little algorithmic thinking improve your game design.
Console/PC, Indie, Programming, Design

Latest STEM Video Game Challenge opens with a new sponsor: Nat Geo 1
by Alex Wawro [04.04.16]
Just a quick heads-up for students with game dev dreams (or parents of said students): The National STEM Video Game Challenge is now accepting entries for its annual student game design competition.
Console/PC, Indie, Design

Need to make a great trailer for your VR game? Consider a green screen  
by Alex Wawro [04.04.16]
The folks at Northway Games and Radial Games put out a hype video for their VR gameáFantastic Contraptionáthat exemplifies how you can use green screen wizardry to make a great VR game trailer.
VR, Design, Video

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015,áSony Santa Monica'sáDavid Collins and Mike Niederquell talked at length about how they worked to iterate the sound design ofáthe idiosyncratic game Hohokumáwith itsádevelopers.
Console/PC, Indie, Audio, Design, Production, Video

Don't Miss: Deconstructing the enduring design of Dark Souls 49
by Robert Boyd [04.04.16]
As Dark Souls 3 draws nigh, look back at the series' enduring design roots as game designer Robert Boyd explores the design of the popular (but often misunderstood) hit in this classic 2012 feature.
Console/PC, Design