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May 26, 2016
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May 26, 2016
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Updates » Design
Is Overwatch a great game? Will it become an eSports mainstay?  
by Chris Baker [05.26.16]
Will Overwatch have the staying power of a shooter like Team Fortress 2? Can it become an eSports powerhouse like Starcraft? Gamasutra's editorial team weighs in on these weighty questions and more.
Console/PC, Art, Design, Business/Marketing

Get a job: Disruptor Beam is hiring a UI/UX Designer  
by Staff [05.25.16]
Boston-based Disruptor Beam is looking to bring on an experienced UI/UX designer to contribute to various design efforts alongside the developers and designers at the studios's HQ in Framingham, MA.
Smartphone/Tablet, Design, Recruitment

An expert look inside the HTC Vive's positional tracking system  
by Alex Wawro [05.25.16]
"There is a lot of wild speculation and misinformation about Lighthouseís update rate floating around," writes VR expert Oliver Kreylos in a new blog post on findings from his own independent testing.
VR, Design

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Klang shows another way to do music-inspired game design  
by Bryant Francis [05.25.16]
Think music-based design just has to be about guitar heroes and dancing revolutions? Indie platformer Klang has a few tricks to show how music can influence your game.
Indie, Design, Video

Why play? My recent friction-full experiences with non-mobile games 20
by Gamasutra Community [05.25.16]
"Some of my very recent experiences with non-mobile games have left a sour taste, wasted my time, but also given me lots of reminders of why I love the mobile platform."
Console/PC, Smartphone/Tablet, Design

Supergiant dev speaks to the 'restraint and humility' of id's new Doom 2
by Alex Wawro [05.25.16]
In a guest editorial on PCGamer, Supergiant Games' Greg Kasavin deconstructs why id Software's new Doom succeeds, and how it asks important questions about what's important in FPS game design.
Console/PC, Design

Blog: A few thoughts on the design of Clash Royale 1
by Gamasutra Community [05.25.16]
"Its session mechanic and gameplay are so well defined that at a given moment the game starts to feel synthetic -- even though every battle is somewhat different."
Smartphone/Tablet, Design

Mojang's Crown and Council: From hobby project to Steam release  
by Richard Moss [05.25.16]
"This is something I wanted to experiment with," says Pettersson. "Could you do a Risk-like game where the player has to develop a sense of odds and relationships without those being explicitly stated?"
Console/PC, Programming, Design, Video

Video: See how Epic made Bullet Train and went off the rails of VR  
by Staff [05.24.16]
In this VRDC 2016 talk Epic Games' Nick Donaldson and Nick Whiting explain exactly how (and why) the studio's remarkable Bullet Train teleportation-driven shoot-em-up was built for VR.
VR, Design, Video, Vault

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Christian Nutt [05.24.16]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Programming, Design

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Freedom through constraints: The design of Michael Brough's Imbroglio 5
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk.†His new game Imbroglio†is even more constrained: a†4X4 grid. Constraints can be freeing.
Indie, Design, Video

World of Warcraft PvP Gear: A radical rethink, explained 6
by Christian Nutt [05.23.16]
In a new blog post, World of Warcraft senior game designer Brian Holinka outlines a series of changes Blizzard is implementing in PvP gear for its next expansion pack, Legion.
Console/PC, Social/Online, Design

Overwatch and Blizzard's efforts to tell stories in a multiplayer shooter 1
by Alex Wawro [05.23.16]
In a recent chat with Rock Paper Shotgun, Overwatch designer Michael Chu speaks to how the game's writers are learning to work with the community in a sort of "cat-and-mouse" game of storytelling.
Console/PC, Social/Online, Design

How Assassin's Creed II's missions use open-world space 8
by Gamasutra Community [05.23.16]
"What I find very cool about the open world in Assassinís Creed II is that the world opens up step by step, right up until the very late stages of the game. Itís very different from lots of open-world games of today."
Console/PC, Design

Don't Miss: Charting the (re)birth of the hero shooter genre 15
by Alex Wawro [05.23.16]
Why are we suddenly seeing a slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production, Business/Marketing

Watch Google devs share lessons learned from VR game prototyping 1
by Alex Wawro [05.23.16]
From VR dogs playing poker to sticking a Vive controller in a watering can, Googlers at I/O give a broad-spectrum breakdown some of the things they've learned from experimenting with VR game design.
VR, Design, Video

Rethinking the passage of time in RPGs 16
by Gamasutra Community [05.23.16]
"If my three-year-old wants a cup of juice, she wonít wait the time it takes to write this sentence, yet the proverbial innkeeper with giant rats in the basement will happily wait an eternity for you to get around to his problem."
Console/PC, Indie, Design

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe