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December 9, 2016
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Updates » Design
Cameras, HUDs and WTF: Improving the usability of your next VR game  
by Alex Wawro [11.02.16]
XEODesign founder Nicole Lazzaro took the stage at VRDC in San Francisco today to share some key lessons he and her team have learned about creating usable, approachable VR games.
VR, Design, VRDC

Lessons on VR motion and interactivity from leading VR devs  
by Kris Graft [11.02.16]
A panel of virtual reality developers on notable VR games including Job Simulator, Star Trek: Bridge Crew, and others shared lessons about interactivity and motion in VR at the Virtual Reality Developers Conference.
VR, Design, VRDC

Blog: Look back, evaluate, and improve your level design  
by Gamasutra Community [11.02.16]
A few months ago, we hit a level design roadblock working on our game, Black The Fall. So we gathered around for a paradigm shift, or "What To Do When the Level Design Team is Stuck."
Design, Business/Marketing

'Text looks rubbish' and other VR design lessons learned on EVE: Valkyrie  
by Alex Wawro [11.02.16]
“You have to dial everything up to 11 in terms of feedback,” said CCP's Andrew Willans today in a talk about VR game design lessons learned during EVE: Valkyrie's development. Also: Text sucks in VR.
VR, Design, VRDC

It took more than 50 years of innovation to create modern VR  
by Alissa McAloon [11.02.16]
Learn more about the shockingly deep and complex origins of virtual reality through an in-depth look at the 25 most influential creators that helped bring VR technology to where it is today.
VR, Design, Production, VRDC

7 tips for VR game designers, from Google's Noah Falstein 1
by Alex Wawro [11.02.16]
Today Falstein came to VRDC to share what he’s learned about the many ways VR confounds traditional design expectations. His top lesson? We don't know enough -- so go out there and learn, then share!
VR, Design, VRDC

Blog: Accessibility issues in VR, and some solutions 2
by Gamasutra Community [11.02.16]
A look at accessibility issues and solutions specific to VR, covering sim sickness, motor impairment, hearing loss, photosensitive epilepsy, and vision impairment.
VR, Design

Inside takes home top prize at 2016 Unity Awards  
by Chris Kerr [11.02.16]
The winners of this year's Unity Awards have been announced, with Playdead's dystopian platformer taking home the Golden Cube award for best overall game. 
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Blog: Tips for making video games and keeping friends  
by Gamasutra Community [11.02.16]
Blocky Pixed founder James Bowling on making video games and keeping your friends and loved ones!

Getting the mixture of genres just right in Halcyon 6 1
by Alan Bradley [11.02.16]
"Mashing together XCOM-like base building and JRPG-style combat into a cohesive design was much harder than anticipated ... and we anticipated it would be quite hard.”
Console/PC, Indie, Design, Production, Video

Don't Miss: How 2 Torchlight devs used new tricks to build an old-school space game 3
by Staff [11.01.16]
How veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

See you tomorrow at the inaugural standalone Virtual Reality Developers Conference!  
by Staff [11.01.16]
The first-ever standalone Virtual Reality Developers Conference starts tomorrow! Passes are sold out, so for those of you attending, show organizers have one message: get ready to have a good time!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC

Blog: Creating funny and juicy character animations with Spine basics 5
by Gamasutra Community [11.01.16]
Making sprite switching or flipping assets feel smooth and natural while using Spine can often be a tough challenge. That's exactly why game artist Carlos Cavalcante wanted to break the process down.
Art, Design

Q&A: Why did Riot decide to make a tabletop game? 3
by Bryant Francis [11.01.16]
We talk to Chris Cantrell, producer of the tabletop game Mechs and Minions, about why Riot Games ventured into physical games after their enormous success with League of Legends.
Console/PC, Design, Video

Can you identify a specific designer's work by playing their game? 1
by Bryant Francis [10.31.16]
Can you identify a specific designer's work just by playing through a game they worked on? See why one game programmer who worked on Skyrim thinks so.
Console/PC, Design, Video

Get a job: Remedy Entertainment is hiring a Lead Designer  
by Staff [10.31.16]
Remedy Entertainment is seeking a Lead Designer who will be responsible for overall design, including game, level and retention mechanics in Espoo, Finland​.
Console/PC, Design, Recruitment

The strange and inspiring origins of Psyonix's Rocket League 2
by Alissa McAloon [10.31.16]
Psyonix built Rocket League from over a decade's worth of inspiration and hard work. Find out about the different experiences that led the team to make a game about rocket powered cars playing soccer.
Console/PC, Indie, Design, Production, Video

Don't Miss: Making randomness transparent in Tharsis 4
by Staff [10.31.16]
Systems designer Zach Gage talks about how he used dice rolling as a game mechanic to make probability more visible in a game about surviving impossible odds.
Console/PC, Indie, Design

What drives game developers to crunch? 5
by Alissa McAloon [10.31.16]
Tanya Short takes a closer look at the reasons developers see crunch time as a necessity, despite knowing that it isn't an effective way to work in the long-term.
Indie, Design, Production

Blog: On puzzle design and Fabric 4
by Gamasutra Community [10.31.16]
"To force to players to think, we have tried to add a ridiculous amount of fake bend tiles which doesn’t have anything to do with the solution. It worked, the players did think."