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July 27, 2016
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July 27, 2016
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Updates » Design
Video: Designing Sunset Overdrive for diverse protagonist genders/body types  
by Staff [07.27.16]
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive, and the lessons they learned in the process.
Console/PC, Design, Video, Vault

Don't Miss: Boss battle design and structure 27
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Simple statistics for randomly positioning gameplay elements  
by Gamasutra Community [07.27.16]
Developer Ruben Torres looks at how to position specific gameplay elements in procedurally-generated levels.
Design

At GDC Europe you'll see how The Witcher's living world was built  
by Staff [07.27.16]
At GDC Europe CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt's remarkable open world.
Console/PC, Programming, Design, GDC Europe

Writing romances in (non-romance) games 5
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 5
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Blog: Game UX Summit sessions roundup  
by Gamasutra Community [07.26.16]
Epic Games director of user experience Celia Hodent brings us a detailed roundup of the Game UX Summit.
Design

Blog: Game design analysis - Disney Magic Kingdoms  
by Gamasutra Community [07.26.16]
Game designer Scott Fine offers a thorough design and economics breakdown of Gameloft's mobile game, Disney Magic Kingdoms.
Smartphone/Tablet, Design, Business/Marketing

Blog: A pre-launch view of my mistakes when developing my first game 6
by Gamasutra Community [07.26.16]
Australia-based independent game developer Christian Hodges breaks down what he thought could've gone better with the creation of his first game, A-Maze-Ing Runner
Indie, Design, Production, Business/Marketing

Optimizing the Unreal Engine 4 renderer for The Vanishing of Ethan Carter VR 4
by Gamasutra Community [07.26.16]
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR performance targets.
VR, Programming, Design

The ingredient that turned Football Manager into a massive hit 1
by Bryant Francis [07.25.16]
There's more to Football Manager than meets the eye, according to series creators Paul and Oliver Colldyer.
Console/PC, Design

Get a job: Irrational Games seeks an experienced World Builder  
by Staff [07.25.16]
The studio formerly known as Irrational Games is looking for a Senior World Builder with design experience to help "craft and create our worlds."
Console/PC, Design, Recruitment

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Pokemon Go, and the good things that can come from bad UI 9
by Gamasutra Community [07.25.16]
PopCap Seattle UI/UX expert Chris Furniss argues how Pokemon Go's confusing UI is applying meaningful friction and is feeding into the dense social experience of the game.
Smartphone/Tablet, Design

Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Console/PC, Indie, Design, Video

Blog: Assassin's Creed and the importance of cutting features 2
by Gamasutra Community [07.22.16]
Using Assassin's Creed: Revelations as a guiding example, Ubisoft's Stanislav Costiuc examines how cutting features from a game can actually make it a better experience.
Console/PC, Design, Production

Get a job: Be a Lead Writer at Sucker Punch Productions  
by Staff [07.22.16]
InFamous: Second Son studio Sucker Punch is looking to bring on a game writer, preferably with open-world game writing expertise, to take a lead role on the next project at its Bellevue, WA office.
Console/PC, Design, Recruitment

Don't Miss: The enduring game design secrets of Chrono Trigger 27
by Victoria Earl [07.22.16]
In this timeless piece of analysis, Victoria Earl examines how Chrono Trigger's structure & gameplay design weave together to offer remarkable freedom for the genre & exceptional player satisfaction.
Console/PC, Design

Blog: How Pokemon Go fails to capture learnability 22
by Gamasutra Community [07.22.16]
Why does Pokemon Go need propping-up from the hundreds of how-to guides that have popped up this week? Here's how Niantic have broken or ignored principles for designing a learnable game.
Smartphone/Tablet, Design