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December 3, 2016
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Updates » Design
How South Park: The Stick of Truth steeled Obsidian for making Tyranny  
by Bryant Francis [12.02.16]
The fart jokes, sexual delinquency and lightly-salted racism of South Park: The Stick of Truth helped Obsidian grapple with the morally repugnant acts players can commit in Tyranny.
Console/PC, Design, Video

Opinion: Moon Hunter's quiet, compassionate feminism 1
by Katherine Cross [12.02.16]
Like any fable, Moon Hunters’ story is a tidy thing, tied off in a flawless knot. The message is that retribution only begets more pain, while forgiveness makes us whole.
Console/PC, Indie, Design

Don't Miss: What Lies Beyond - Doorways in Gaming 5
by Staff [12.02.16]
This 2013 feature examines how the door affects the human mind, and how games have used that transition in the past.
Console/PC, Design

Come chat with Tyranny director Brian Heins today at 3PM EST  
by Bryant Francis [12.02.16]
We're asking the man who led the development of Obsidian's latest RPG Tyranny why they made a game where it's good to be bad.
Console/PC, Design, Video

Blizzard the big winner at The Game Awards 2016  
by Chris Kerr [12.02.16]
Blizzard cleaned up at this year's Game Awards, coming away with the Game of the Year, Best Game Direction, Best eSports Game, and Best Multiplayer awards for its work on Overwatch
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design, Production

Blog: Using the Game Project Canvas as a production cheat sheet  
by Gamasutra Community [12.02.16]
Starting a new project requires a lot of thinking to get all the pieces of the puzzle together. The Game Project Canvas is a cheat sheet for helping with that. Here's how it works.
Design, Production

Yu Suzuki: Good games are made with 'jagged edges, and a strong sense of originality' 1
by Alex Wawro [12.01.16]
"If the game ends up being 'small and round', with everything harmonious, it won't sell," says the Shenmue dev. "I think it needs to have some jagged edges, and a strong sense of originality."
Console/PC, Design, Video

Don't Miss: Lessons of game design learned from Super Mario Maker 3
by Staff [12.01.16]
"As I dug deeper into the editor and the offerings put out, I came to realize and reaffirm some important elements about game design... something that Nintendo has known about for years."
Console/PC, Design

Obituary: Author and game designer Joe Dever  
by Alissa McAloon [12.01.16]
Dever was the author of many fantasy novels, including the prolific Lone Wolf gamebooks and had recently collaborated on an episodic video game continuation of the series.
Console/PC, Design

Blog: Diving Into multiple projects with different priorities  
by Gamasutra Community [12.01.16]
This blog post will be about project management, and about our move from a single project, linear-focused development to several projects that require more management and prioritizing in a new way.
Design, Production

Blog: Creating a procedural sprite generator at Gen Jam 2016 10
by Gamasutra Community [12.01.16]
For the first ever GenJam, a one day small local San Francisco based Procedural Generation Jam, I created a procedural sprite creator. Here's how.
Programming, Design

You can now pore through Double Fine's Headlander casting doc  
by Alex Wawro [11.30.16]
Double Fine's Lee Petty took to Twitter today to share a copy of the casting document he wrote last year to help guide development of the studio's funky space platformer Headlander.
Indie, Design

Why the moral structure of Tyranny makes it an interesting RPG 2
by Bryant Francis [11.30.16]
Tyranny makes a big deal about having players work for the villain, but that doesn't necessarily mean morality is stripped away from gameplay--we examine how.
Console/PC, Design, Video

Don't Miss: Conflicting Views - Designing Multiplayer In Children's Games 9
by Staff [11.30.16]
WayForward designer Stephan Frost combines experience and literature to delineate two schools of thought on how children's games handle multiplayer.
Social/Online, Design

League of Legends shouldn't prioritize pros over casual players, says Riot dev 5
by Alissa McAloon [11.30.16]
“We want to create a good environment for all players.” Lead designer Greg Street outlined some of the challenges Riot Games faced when balancing the needs of both professional and casual players.
Console/PC, Design

Chat with us about how Obsidian's Tyranny builds on CRPG design at 3PM EST 1
by Bryant Francis [11.30.16]
The CRPG made a huge comeback in the beginning of the Kickstarter era, now Obsidian's building on its success in the genre with Tyranny. Come chat with us about its design today at 3PM EST.
Console/PC, Design, Video

Blog: Adaptive music in competitive games 3
by Gamasutra Community [11.30.16]
An article describing a way of using vertical re-orchestration to create highly dynamic music for all kinds of games where two or more side compete to each other.
Programming, Audio, Design

Blog: Feeling the frustration of 'fun pain' game design 5
by Gamasutra Community [11.30.16]
Today's post looks at the use of fun pain mechanics, and why they do more harm than good to a game's long-term success.

Devising the VR gaze controls of Eagle Flight 4
by Joel Couture [11.30.16]
"Using your head to 'point' where you want to go feels super natural," says creative director Charles Huteau "Way more logical for your body than sending an order to your thumbs to push sticks."
VR, Console/PC, Design, Video

Get a job: Disruptor Beam is hiring a UI/UX Designer  
by Staff [11.29.16]
Disruptor Beam is seeking an experienced UI/UX Designer to work side-by-side with a team of designers, marketers, and engineers to create world-class web, tools, and mobile experiences in Framingham, MA.
Smartphone/Tablet, Design