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February 27, 2017
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Updates » Design
Get a job: Hi-Rez Studios is hiring a Game Designer  
by Staff [01.30.17]
Hi-Rez Studios is looking for a Game Designer to pitch game features, manage game systems, analyze player feedback, and more in Alpharetta, Georgia.
Smartphone/Tablet, Design

Come to GDC 2017 and learn what it took to make an RTS without guns  
by Staff [01.30.17]
At GDC 2017, Mohawk Games' Soren Johnson will open up about the unique challenges of creating a real-time strategy game without guns -- Offworld Trading Company.
Console/PC, Design, GDC

Don't Miss: A look at choice overload in games, and how to avoid it 9
by Staff [01.30.17]
It's easy to overwhelm players with too much choice. In this post game user researcher Bob Tilford discusses the literature of excess choice and how it relates to game design.

Gammera Nest's Nubla and the indie gaming scene in Spain  
by Lena LeRay [01.30.17]
Spain has been facing a severe economic depression for several years now, but that hasn't stopped its game developers from telling the stories they want to tell.
Console/PC, Indie, Art, Design, Video

Alt.CTRL.GDC Showcase: Gregory Kogos' RotoRing  
by Joel Couture [01.30.17]
Gregory Kogos' RotoRing is about avoiding danger, dodging the deadly spots on a pair of LED rings using a rotating knob for movement and a button.
Console/PC, Indie, Design, Production

Blog: How we achieved a painterly look in The Signal From Tölva 3
by Gamasutra Community [01.30.17]
Big Robot's first-person shooter, The Signal From Tölva, delivers a painterly look by aligning technology with the concepts of artist Ian McQue. This post explores that unconventional process.
Art, Design

Video Game Deep Cuts: The Neo Geo Yakuza  
by Gamasutra Staff [01.29.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Neo Geo collecting insanity, Yakuza translations, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Open your mind (and your mouth) and learn about a new kind of game design  
by Bryant Francis [01.27.17]
This is single-handedly the weirdest thing we've ever done on Twitch.
VR, Console/PC, Design, Video

Video: Naughty Dog's postmortem of Uncharted 2: Among Thieves  
by Staff [01.27.17]
At GDC 2010, then co-lead game designer Richard Lemarchand earnestly explains the ways in which Naughty Dog faced many entirely new challenges in the creation of their hit game Uncharted 2.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Attend GDC 2017 and spend a whole day honing your level design skills 1
by Staff [01.27.17]
Designers who have worked on everything from Dishonored 2 to Hyper Light Drifter to Deus Ex: Mankind Divided will be speaking as part of GDC 2017's excellent day-long Level Design Workshop!
Design, GDC

Learn how to build meditative games today at 3PM EST  
by Bryant Francis [01.27.17]
We're interviewing game designer Robin Arnott today at 3PM EST, who is set to give a talk at GDC 2017 about the art of meditative games.
Console/PC, Design, Video

Attend GDC 2017 and learn the value of 'less is more' from a Mini Metro dev  
by Staff [01.27.17]
At GDC 2017, Dinosaur Polo Club's Jamie Churchman will look at the successes and failures of visual design in the strikingly austere Mini Metro -- and what fellow game makers can learn from them.
Indie, Art, Design, GDC

Blog: In-between spaces and their design  
by Gamasutra Community [01.27.17]
I draw attention to the game spaces that are "in-between" core gameplay, because dedicating design work to such spaces can open up interesting, unique scenarios.

Building an in-game hint hotline for The Beard In The Mirror  
by Joel Couture [01.27.17]
"It's a callback to the old 900-numbers you used to be able to call if you were stuck in a Sierra or LucasArts game."
Console/PC, Indie, Design, Video

Road to the IGF: Clever Endeavour Games' Ultimate Chicken Horse  
by Joel Couture [01.27.17]
Ultimate Chicken Horse is a multiplayer racing game. It doesn't just ask players to race, but to build the track, giving them an array of platforms and traps to lay out.
Console/PC, Indie, Art, Design, Production, Video, IGF

Blog: The two conflicting acts of Broken Age 11
by Gamasutra Community [01.27.17]
Ubisoft game designer Stanislav Costiuc looks at why the second act of Broken Age doesn't work as well as the first.
Console/PC, Design

Alt.Ctrl.GDC Showcase: New Arcade's Fear Sphere  
by Joel Couture [01.27.17]
Gamasutra spoke with Andrew Genualdi of New Arcade to learn how the Fear Sphere dev team captured and projected the sense of being trapped and afraid.
Console/PC, Indie, Design, Production, Video

One modder's journey from tinkerer to pro game developer 3
by Alan Bradley [01.27.17]
Nick "DarthMod" Thomadis' sophisticated Total War mods earned him wide recognition. He was recruited by a startup to create his own game, Ultimate General, from the ground up.
Console/PC, Indie, Design, Video

Blog: Why social gaming was never just a tactic for viral growth 2
by Gamasutra Community [01.26.17]
We posit that casual, social Games are, more often than not, characterized by engaging social gameplay that does a lot more than simply act as a catalyzer for the viral spread of a game.
Design, Business/Marketing

Don't Miss: Building truly cooperative play in Overcooked 6
by Staff [01.26.17]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Indie, Design