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September 3, 2015
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September 3, 2015
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Updates » Console/PC
Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: 'Psychological exploitation' and time-wasters 16
by Gamasutra Community [08.14.15]
"Many game mechanics aren't inherently or especially wastes nor valuable uses of time, but rather tools (power tools of psychological activity, really)."
Console/PC, Smartphone/Tablet, Design

APA links violent games to aggression, asks devs to improve parental controls 11
by Alex Wawro [08.14.15]
The American Psychological Association's Task Force on Violent Media says playing violent video games is a consistent "risk factor" for increased aggressive thoughts/behaviors and decreased empathy.
Console/PC, Design

New performance capture tech makes photorealistic skin a reality 4
by Chris Kerr [08.14.15]
A team of researchers have developed a new performance capture technique that allows them to capture the intricate subtleties of human skin, making CGI characters appear photorealistic.
Console/PC, Design, Video

The key to Steam Greenlight is preparation 6
by Gamasutra Community [08.14.15]
"The first 3-5 days on Greenlight are absolutely the most important. You only have a little time in the spotlight before your project will get pushed into obscurity."
Console/PC, Indie, Business/Marketing

Blog: Some inspired designs in the Dune RTS series 7
by Gamasutra Community [08.14.15]
"Dune 2 is considered one of the founding games of the RTS genre... coming back to the game and its sequels as an adult with a more critical eye for games design, I cannot help but appreciate what Westwood did."
Console/PC, Design

Another narrative fallacy: Games are about choice 50
by Gamasutra Community [08.14.15]
Warren Spector takes on the idea of "choice" being paramount in games: "I don't get the exclusive focus on choice. I don't get the seeming obsession, in choice-driven games, with binary opposition."
Console/PC, Design

Jade Raymond's Motive to put in 'significant' work on Visceral's Star Wars game  
by Alex Wawro [08.13.15]
In a wide-ranging interview published today by Game Informer, veteran game designer Jade Raymond speaks to some of the differences between Ubisoft/EA and lays out more details about her new studio.
Console/PC, Business/Marketing

Get a job: Be a UI/UX Artist and Designer at Radiant  
by Staff [08.13.15]
The makers of Rising Thunder and Stonehearth are looking for a multi-talented artist and designer to take a lead role on user interface and experience design at their Los Altos, CA headquarters.
Console/PC, Indie, Art, Design, Recruitment

Why Sega brought in an interior designer to work on Shenmue  
by Alex Wawro [08.13.15]
We wanted to know Takimoto’s design process," explained Yu Suzuki in a newly-translated interview from 2000. "We had a lot of questions about the 'rules' of interior design."
Console/PC, Design

Video: How Swery designed D4 for empathy via 'sensory replication'  
by Staff [08.13.15]
In a quirky session at GDC 2015, game designer Hidetaka "Swery" Suehiro discusses D4 and his attempts to empathetically connect with players using his "sensory replication" game design technique.
Console/PC, Indie, Design, Video, Vault

Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

The 'trinity' of game development: A framework for design 2
by Gamasutra Community [08.13.15]
The trinity of game development: "There are at least 3 basic categories that everything in a game can be broken down into, which I call 'Context,' 'Theatrics,' and 'Questions.'"
Console/PC, Design

Unity to launch VR and AR summit in 2016  
by Chris Kerr [08.13.15]
Unity has lifted the lid on its Vision Virtual and Augmented Reality Summit, a new event focused on exploring the opportunities, challenges, and potential presented by emerging VR and AR technology.
Console/PC, Business/Marketing

Making 2D portals using shaders 3
by Gamasutra Community [08.13.15]
"This brought me to a shader-based solution to this problem. Conceptually the following shader works as a camera post-effect, just like the blur or vignette unity built-in filters work."
Console/PC, Indie, Programming

The challenge of responsiveness vs. naturalness in game animation 4
by Gamasutra Community [08.13.15]
Tips from a side-scrolling action game developer which "consider the animations in terms of responsiveness while trying to discuss some techniques to retain their naturalness."
Console/PC, Smartphone/Tablet, Indie, Art

With Ouya's demise, is the dream of the microconsole dead? 17
by Kris Graft [08.13.15]
Does the demise of Ouya mean that open microconsoles are doomed now and forever? Gamasutra looks into what it'll take for such a device to take off.
Console/PC, Business/Marketing

Get a job: Rocksteady seeks an experienced Technical Artist  
by Staff [08.12.15]
The developer of Batman: Arkham Knight is aiming to hire a Senior Technical Artist to work with Rocksteady's established art team on AAA projects at its headquarters in London.
Console/PC, Art, Recruitment

ESL's new anti-doping program bans marijuana, allows prescribed meds 6
by Alex Wawro [08.12.15]
The ESL has outlined the details of its new anti-doping program, and it intends to begin randomly saliva testing players at ESL events -- starting with the ESL One Cologne CS: GO tourney next month.
Console/PC, Business/Marketing

Don't Miss: The postmortem of Resident Evil 2 for the N64 1
by Todd Meynink [08.12.15]
In this classic 2000 postmortem, Angel Studios (now Rockstar San Diego) engineer Todd Meynink recounts the trials and tribulations Angel faced in porting Capcom's Resident Evil 2 to the Nintendo 64.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing