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May 6, 2016
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Updates » Design
Don't miss: Hands-on: Looking at AR game dev through Microsoft's HoloLens 9
by Alex Wawro [03.30.16]
From 2015: Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
VR, Design, Business/Marketing

Perceiving without looking: Designing HUDs for peripheral vision 10
by Gamasutra Community [03.30.16]
Practical considerations with examples: "To achieve this, UI elements would benefit from being big, stark, and obvious, and convey information through variations in brightness rather than color."
Console/PC, Art, Design

How The Church in the Darkness turns real events into a dynamic story 3
by Bryant Francis [03.30.16]
We found out how Richard Rouse III's The Church in the Darkness uses a chapter from history--1970s cult communities--and a little randomness to drive a dynamic narrative.
Indie, Design, Production, Video

Video: Animal Crossing: Turning a New Leaf  
by Christian Nutt [03.29.16]
In this 2014 talk, Animal Crossing: New Leaf producer Katsuya Eguchi and director Aya Kyogoku discuss the different approaches they tried in order to develop ideas that would take advantage of the environments surrounding players.
Console/PC, Design, Production, Video

Blog: Transparency in mechanics and game design 3
by Gamasutra Community [03.29.16]
"There is always a constant struggle between showing too much or too little information for the player; even more so in strategy or RPG games built around player choice."
Console/PC, Design

Video: Designing morally difficult characters  
by Staff [03.28.16]
Designing a morally questionable character doesn't have to railroad your players into moustache-twirling villainy: done right, it can present a truly meaningful study in compromise and complicity.
Console/PC, Design, Video

From interactive fiction to quitting PlayStation: GDC podcast in review  
by Kris Graft [03.28.16]
During GDC 2016 earlier this month, Gamasutra and video game radio show One Life Left teamed up for the official GDC podcast. We had dozens of guests, some of whom we’ll be highlighting all week.
Indie, Design, Business/Marketing, GDC

Study combs through 155 Gamasutra postmortems for what went right and wrong 2
by Christian Nutt [03.28.16]
A scholarly review of 155 Gamasutra postmortems -- produced by academics from the Rochester Institute of Technology in conjunction with Microsoft Research -- gets to the heart of game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The pros and cons of procedural generation 6
by Gamasutra Community [03.28.16]
"This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do. The root cause for some of these arguments in favor or against might be the same."
Indie, Programming, Design, Production

How one studio is building game AI to replicate a human storyteller 10
by Alex Wawro [03.28.16]
"The intention behind Toska is that it provides for a computer game experience what a good human DM provides on a tabletop experience," says Evodant of its "procedural AI narrative engine." Could it?
Console/PC, Programming, Design

Using familiar objects to enhance 'the raw accessibility' of games  
by Christian Nutt [03.25.16]
"I'm more concerned with the raw accessibility of a game. And I want to make brand new games for the widest possible audience. ... What they're familiar with is the stuff that we have culturally: soccer balls, billiards, playing cards, dice."
Console/PC, Smartphone/Tablet, Indie, Design

Devs Answer: What are your favorite video game Easter eggs? 5
by Bryant Francis [03.25.16]
Easter is upon us, so we asked developers to share some of their favorite gaming Easter Eggs, with a few explanations for finding them yourself.
Console/PC, Design

Don't Miss: How Dark Souls' multiplayer mechanics invaded other words 18
by Alex Wawro [03.25.16]
What is it about player invasions in Dark Souls that's so compelling? In this classic feature, we chats with devs to explore why the mechanic is exciting, and how they put their own spin on it.
Console/PC, Social/Online, Indie, Design

The importance of conversation and player stories in Moon Hunters 2
by Joel Couture [03.25.16]
"Most heroes' and villains' interpersonal skills are at the core of their identity and legends because they're what drive how we act, and why we act."
Indie, Design, Video

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Subterfuge was my favorite game of 2015, but I never want to play it again 5
by Gamasutra Community [03.25.16]
"On paper, Subterfuge is the perfect game for me. Despite all that, the game has failed to keep me playing for more than a few weeks, and I don’t see myself starting a new game ever again."
Smartphone/Tablet, Indie, Design

Oculus Rift steals Gear VR's moves, can now do the asynchronous timewarp 1
by Alex Wawro [03.25.16]
At GDC last week Oculus VR announced it would be bringing asynchronous timewarp capabilities to its Rift virtual reality headset, and today a blog post confirmed that the new feature will debut in Oculus PC SDK 1.3.
VR, Design

Blog: 5 tips for teaching game design to non-gamers 2
by Gamasutra Community [03.25.16]
"The group transitioned from being those who didn't know their emergent gameplay from their experience-driven gameplay, to a band of amateur designers twisting core concepts and themes to create game ideas."
Indie, Design

Classic Postmortem: Lionhead's Black & White 1
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe