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February 7, 2016
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February 7, 2016
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Updates » Design
Why Eastern and Western mobile game map screens are so different 3
by Gamasutra Community [12.30.15]
"Western gamers love open world exploration. By looking into the map, there are so many areas before the players to explore. Looking into Chinese match-3 games, they offer more social features than Western games."
Smartphone/Tablet, Art, Design

Combat breakdown: The first encounter in The Legend of Zelda: A Link to the Past 8
by Gamasutra Community [12.30.15]
"We are going to step through the level design, the enemy design, and the overall combination of these elements to determine what Nintendo was trying to teach us in this moment of the game."
Console/PC, Design

Designing games that let livestream viewers take part in the play 5
by Joel Couture [12.30.15]
Robot Loves Kitty designs games in which stream viewers can take part and even change the outcome. 'This is a new genre in our minds, and we want to dive in,' says producer Alix Stolzer.
Indie, Design, Production

Here's the game lineup for GDC 2016's Alt.Ctrl.GDC showcase  
by Staff [12.29.15]
Game Developers Conference 2016 organizers have chosen 20 games (out of over 100 submissions!) for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Design, GDC

Video blog: Post-apocalyptic construction and the real Fat Man in Fallout 4  
by Gamasutra Community [12.29.15]
Historians Bob Whitaker and Jonathan Hunt discuss Fallout 4's depiction of nuclear war and the game's warped version of 1950s American culture.
Console/PC, Design

Can Zero Latency turn free-roam VR into Laser Tag 2.0? 1
by Richard Moss [12.29.15]
An Australian company describes how they've been refining a free-roam VR multiplayer game that they're offering to the public for circa US$60 per hour-long session.
VR, Design, Production, Business/Marketing, Video

Video: Creating the striking pop-up book world of Tengami  
by Staff [12.28.15]
Nyamyam's Jennifer Schneidereit speaks at GDC 2015 about the intriguing technical and design challenges faced in creating the environments of Tengami, an adventure game inside a virtual pop-up book.
Indie, Design, Video

Best of 2015: Designing the traffic systems of Cities: Skylines 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [12.28.15]
Colossal Order launched Cities: Skylines this year to broad acclaim. In this Game Design Deep Dive the devs explain how they designed and coded the city builder's robust traffic systems.
Console/PC, Design

GDC 2016: Learn what makes Need for Speed's Autolog so compelling  
by Staff [12.28.15]
At GDC 2016 Criterion Games producer James Svensson will speak about what made the studio's Autolog system tick -- and why more developers should be studying it.
Console/PC, Social/Online, Design, GDC

The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Game UI design tips to improve UX 4
by Gamasutra Community [12.28.15]
From Super Mario World to Hearthstone: "Great design is important and user expectations have never been higher. Use these UI design tips to improve your usability."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Enemies vs. the player, and tonal dissonance 3
by Gamasutra Community [12.25.15]
"This post highlights how powerfully enemies can help the consistency and logic of a game's world when their aesthetics align properly with their mechanics."
Console/PC, Design

Designing cooperative gameplay experiences 1
by Gamasutra Community [12.25.15]
"Simply put, if you are designing cooperative gameplay, support it throughout your design. I have seen games which should have been great lack attention to the total cooperative play experience."
Console/PC, Design

Sunless Sea, 80 Days and the rise of modular storytelling 3
by Phill Cameron [12.25.15]
We discuss the production and design strengths of 'modular storytelling' with the developers of 80 Days and Sunless Sea, who are pioneering this new form of game narrative.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: Our level building process: How long does it take?  
by Gamasutra Community [12.24.15]
"Taking in mind that we have one day a week to work on the game, the answer is that it can take anywhere between four weeks to three months of actual time between the first idea and having something release worthy."
Console/PC, Indie, Design, Production

Blog: How segmented sleep changed the way I play video games 10
by Gamasutra Community [12.24.15]
"So there you have it: Mad Max is one of the games of the year, provided you only play it between 2am and 4am. Gaming without any game plan."
Console/PC, Design

5 smart ways that games have incorporated holiday themes 4
by Bryant Francis [12.24.15]
From Sega's Christmas Nights to World of Warcraft's Feast of Winterveil to Animal Crossing's Toy Day, many games have found clever ways to incorporate holiday themes.
Design, Production

Video blog: Are you designing a game, or throwing one together? 13
by Gamasutra Community [12.23.15]
"The more you think of a game as art rather than craft, the more you may be inclined to rely on inspiration and intuition... Practically speaking, though, itís mostly craft once you have a playable prototype."
Console/PC, Indie, Design

Best of 2015: Gamasutra's Top Games, Devs, Events and Trends 1
by Staff [12.23.15]
This is it -- the whole kit and kaboodle. As 2015 shuffles off this mortal coil, Gamasutra staff reflect on the events, trends, games and -- most importantly -- the devs that shaped the year that was.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a Combat Designer at Insomniac Games  
by Staff [12.22.15]
The folks responsible for Sunset Overdrive seek an experienced game designer to work on combat mechanics and systems alongside the team at Insomniac's Burbank, CA office.
Console/PC, Design, Recruitment