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July 1, 2016
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July 1, 2016
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Updates » Design
How we create lively game characters with well-written dialogue 2
by Gamasutra Community [05.12.16]
"Successful writing process usually requires a lot of preparation before actually starting to write the final text. When the background work is done well, the actual writing part becomes hugely easier and quality and speed is increased too."
Console/PC, Smartphone/Tablet, Indie, Design

Biofeedback in games: The future is upon us (seriously) 4
by Gamasutra Community [05.12.16]
"The ability to integrate biofeedback into your game is now incredibly accessible. Any developer, any game -- regardless of genre, size, and goals -- can benefit from the tech available today."
Console/PC, Smartphone/Tablet, Indie, Design

Understanding procedural generation: What's 'determinism'?  
by Gamasutra Community [05.12.16]
"In this post we’ll talk about a classification system on the possible deterministic aspects of ProcGen, which makes sense especially for run-time generation (load and real-time)."
Console/PC, Indie, Programming, Design

Maxing out miniatures: Making a successful tabletop adaptation 1
by Alan Bradley [05.12.16]
The secret to making a great videogame adaptation of a beloved tabletop franchise is knowing what elements to lose, what to keep, and what to dig even deeper into.
Console/PC, Art, Design, Video

Video: Diablo: A classic game postmortem  
by Staff [05.11.16]
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk.
Console/PC, Design, Production, Video

Don't miss: The history of Civilization 1
by Benj Edwards [05.11.16]
This 2007 article follows the career of industry icon Sid Meier, as he established himself as one of the most important contributors to PC gaming with the iconic turn based strategy epic Civilization.
Console/PC, Design

A brain dump of what I worked on for Naughty Dog's Uncharted 4 14
by Gamasutra Community [05.11.16]
I am a game programmer at Naughty Dog. Now that Uncharted 4 is released, I would like to share what I worked on for the project.
Console/PC, Programming, Design

Civilization VI's lead designer wants to shake up players 3
by Christian Nutt [05.11.16]
"We want to break people out of their consistent playstyles. When we look at the way people play, we see certain strategies that are used again and again..."
Console/PC, Design, Video

Blog: Designing a fluid and handy FPS movement model 5
by Gamasutra Community [05.11.16]
"First-person shooters constitute some of the juiciest opportunities for developers to build gameplay systems that make the avatar feel like they are in near complete control of the actions they perform."
Console/PC, Design

What's left when the game is done? Residual play artifacts  
by Gamasutra Community [05.11.16]
"Residual play artifacts are objects, whether virtual or existing in real space, that are created by the player during the process of play. I have become fascinated by what can happen when designers consciously design around this concept."
Console/PC, Smartphone/Tablet, Indie, Design

GDC Europe 2016 debuts Hitman, Daglow as first sessions  
by GDC Staff [05.11.16]
GDC Europe 2016 has announced first sessions, including a Hitman level design talk from Io Interactive & an inspirational talk from 45-year video game veteran Don Daglow.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Video: Designing UX in World of Tanks Blitz: What got us an App Store 'best game' award  
by Staff [05.10.16]
In this GDC Europe 2015 talk, Wargaming's Olga Kachalina shares the challenges of bringing real time action games from PC and consoles to touch screens without compromising or dumbing down the user experience.
Smartphone/Tablet, Design, Video, Vault

Health 101, with Professor Yoshi's Island 1
by Gamasutra Community [05.10.16]
"Don’t put things that heal on the direct path of the player instead put it slightly off the beaten path. Make them have to go exploring, or chase something down in order to earn that redemption."
Console/PC, Design

The challenge of developing for community: A World of Warcraft dev explains 1
by Christian Nutt [05.09.16]
A new post by Blizzard developer Ion Hazzikostas does a great job of explaining exactly what it means to cater to a huge, diverse audience of players with a game like World of Warcraft.
Console/PC, Social/Online, Design, Business/Marketing

Get a job: Aardman Animations is looking for a Creative Director  
by Staff [05.09.16]
"We’re looking for an exceptional person with mind-warping ideas. You’ll likely be into telling stories, playing games, and making kids giggle."
VR, Smartphone/Tablet, Design, Production

Video: Creating an active cinematic experience in Uncharted 2  
by Staff [05.09.16]
This 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley, the pair explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
Console/PC, Art, Design, Video, Vault

The future of the action RPG, according to Diablo designer Stieg Hedlund 27
by Gamasutra Community [05.09.16]
Diablo and Diablo II designer Stieg Hedlund: "Recent conversations with colleagues caused me to contemplate where this category is headed and in doing so, where it has been."
Console/PC, Design

Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design

Devs Answer: What are your favorite emergent social interactions in games? 2
by Bryant Francis [05.06.16]
Dark Souls 3 is reminding us how players can reinvent multiplayer mechanics to suit their own unconventional ends. We polled game developers for their favorite multiplayer social interactions
Console/PC, Design

Video: Understanding the technique behind Spelunky's level design  
by Christian Nutt [05.06.16]
Want to understand why Spelunky's procedurally generated levels are so compelling and playable? This video breaks down exactly how Derek Yu got the game so good.
Console/PC, Indie, Programming, Design, Video