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July 30, 2016
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July 30, 2016
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Updates » Design
Blog: Designing Diversity in Fairy Tale 4
by Gamasutra Community [06.13.16]
"Learn more about how our vibrant character ecology intends to handle personalities and relationships."

Does Overwatch have what it takes to become a popular eSport? 2
by Bryant Francis [06.13.16]
What does it take to transition from popular online multiplayer game to successful eSport? We asked a few developers with multiplayer backgrounds for their opinion on Overwatch's chances.
Console/PC, Art, Design

To run WoW legacy servers, Blizzard must reverse-engineer its own game 8
by Alex Wawro [06.10.16]
"In the past, there was no archiving of older data," World of Warcraft dev Tom Chilton tells Kotaku. "And so as data changed, we effectively lost that stuff to history."
Social/Online, Design

Don't Miss: How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.10.16]
This fascinating, timeless excerpt from Gabe Durham's terrific book about the NES game Bible Adventures lays out the backstory of another one of the most idiosyncratic FPS games ever made.
Console/PC, Design, History, Video

Blog: Reason-based choice and Far Cry 4 4
by Gamasutra Community [06.10.16]
Psychologist Jamie Madigan examines how a simple choice of words and a little psychology can bias your choices in video games, such as what NPC factions to support.
Console/PC, Design

Postmortem: Stoic Studio's The Banner Saga 2 6
by John Watson [06.10.16]
"Not a single member of our team is in the same room. We are spread out across the entire globe, from Australia, every time zone of North America, Europe, and reaching all the way to Russia."
Programming, Art, Design, Production

Get a job: Respawn seeks a Camera Designer for a Star Wars game 1
by Staff [06.09.16]
The studio that made Titanfall is looking to hire a camera designer to contribute to a new 3rd-person, "action-adventure" Star Wars game at Respawn's Chatsworth, CA studio.
Console/PC, Design, Recruitment

Opinion: Games that cleverly incorporate texting and web browsing 1
by Katherine Cross [06.09.16]
There are just a few games have managed to accurately convey how people use texting and the Internet in their everday lives. They’re intriguing examples for how we might tell stories for a digital age.
Console/PC, Indie, Design

Blog: Breathing life into NPCs - A psychological angle 3
by Gamasutra Community [06.09.16]
Cognitive psychology research Florent Levillain examines which movement patterns give a convincing impression of life and intelligence to non-player characters.

Valve releasing free virtual reality world-builder, Destinations  
by Chris Kerr [06.09.16]
"Content creators will be able to use the Source 2 game engine, the same engine that Valve uses to create its own games and experiences, to create and share their own worlds"
VR, Console/PC, Programming, Design

Intrinsic vs. extrinsic rewards in game design: Why you need both 1
by Gamasutra Community [06.09.16]
Ubisoft Toronto senior game designer Matthew Jackson takes a look at the inherent value that both intrinsic and extrinsic rewards in video games provide.

How Battlefield devs learned to build an open world for Mirror's Edge Catalyst  
by Alex Wawro [06.09.16]
Now that DICE has shipped its first "open world" game in Mirror's Edge Catalyst, design director Erik Odeldahl chats with Gamasutra about lessons learned -- and what fellow devs should know.
Console/PC, Design

Popular Witcher 3 minigame Gwent may become standalone game  
by Bryant Francis [06.08.16]
New trademark filings suggest the runaway minigame from CD Projekt Red's The Witcher 3 may be getting its own standalone version.
Console/PC, Design, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [06.08.16]
Rubberbanding and randomness can level competitive games' playing field, but they also cause problems. In this timeless 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Social/Online, Design

At GDC Europe, see how military theory can help you design better strategy games  
by Staff [06.08.16]
GDC Europe 2016 attendees will have the chance to attend a talk on "Strategy Game Design and the Operational Level of War" and learn how military theory can help you make better strategy games.
Smartphone/Tablet, Design, GDC Europe

Q&A: Designing the unique stealth-fighting game Chambara  
by Gamasutra Community [06.08.16]
Indie developer Esteban Fajardo talks about his approach to design on the fighting game Chambara, winner of the 2015 BAFTA "Ones to Watch" award.

The rumors about the death of story mode are greatly exaggerated 17
by Bryant Francis [06.08.16]
A few years ago, game developers declared story modes dead--today, they're alive and well. We looked at some data and talked to developers to find out why.
Console/PC, Design, Production, Business/Marketing

Get a job: Insomniac Games is hiring a Designer  
by Staff [06.07.16]
Insomniac Games seeks an entry-level designer with experience in level editing tools, scripting, and 3D modeling to work on third-person action games for console and VR platforms.
Console/PC, Design, Recruitment

Video: How Crytek builds 3-dimensional UI for VR  
by Staff [06.07.16]
If you're working on a new VR experience, take a moment to learn from CryTrek how they've learned to build user interfaces within virtual reality.
VR, Programming, Art, Design, Production, Video

Don't Miss: Why They're Playing Persona 4: Golden 12
by Leigh Alexander [06.07.16]
Now that Persona 5's release date has been announced, revisit what made Persona 4 Golden so popular with JRPG fans in the United States.
Console/PC, Design