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August 25, 2016
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August 25, 2016
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Updates » Design
Doom and game design in 2016: The influence of hellbound user-gen content 1
by Bo Moore [07.13.16]
A recent Doom SnapMap MOBA got us thinking about the past, present, and future of user-generated content and mods based on Id Software's seminal first-person shooter franchise.
Console/PC, Programming, Design, Student/Education, Video

Blizzard nixing hero stacking in Overwatch competitive play  
by Chris Kerr [07.13.16]
Blizzard is about to make a major change to Overwatch's fledgling competitive play mode with the introduction of a one-hero limit. 
Console/PC, Design

Blog: A player in motion will stay in motion - 'Newtonian' engagement in games 1
by Gamasutra Community [07.13.16]
"Why are some games better than others at getting us to just keep playing without taking a break?" asks video game psychologist Jamie Madigan.
Design

A breakdown of the drink choice mechanic in Sukeban games' VA-11 HALL-A  
by Katherine Cross [07.12.16]
“At its heart,” says writer and programmer Fernando Damas, “the drink mixing system is really simple. It's like a dialogue choice menu where you don't know how many options there are.”
Console/PC, Indie, Programming, Design

Video: Escaping the Holodeck - Storytelling in VR and AR games  
by Staff [07.12.16]
At GDC 2016's sibling conference VRDC, narrative designer Rob Morgan spoke to how storytelling techniques perfected in AR can help overcome the challenge of creating "emotional immersion" in VR.
VR, Design, Video, Vault

Don't Miss: How Blizzard designs and animates Overwatch heroes  
by Staff [07.12.16]
Overwatch has its first new hero today with the release of support sniper Ana, so it's a good time to look back at this talk from Blizzard's David Gibson on how Overwatch heroes are designed/animated.
Console/PC, Art, Design, Production

Tracing Pokémon Go's roots back to the '90s MMORPG Meridian 59  
by Alex Wawro [07.12.16]
In a new interview with Game Informer Niantic founder John Hanke traces the roots of Pokémon Go predecessor Ingress back to his work on '90s MMORPGs, including Meridian 59.
Social/Online, Design

Blog: Rocket Rascal mobile game postmortem 3
by Gamasutra Community [07.12.16]
What went right, what went wrong, and what was somewhere in between in the development of iOS and Android game Rocket Rascal.
Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Designing contextual storytelling in a 'metroidvania'-style game 2
by Gamasutra Community [07.12.16]
Game designer Thais Weiller talks about her work on the well-received "metroidvania"-style game Odallus: The Dark Call, and how "show, don't tell" was a key guideline.
Console/PC, Indie, Design

Blog: Finding the visual style for your game - a few tips for young artists 1
by Gamasutra Community [07.12.16]
A developer behind the indie game Flat Kingdom explains how his team came to the game's unique oragami-inspired "flat" visuals.
Indie, Art, Design

AR is an MMO: The social and ethical implications of Pokemon Go 4
by Gamasutra Community [07.12.16]
"In the wake of Pokemon Go, it's a wise idea to look at the history of MMOs and virtual worlds for lessons learned," says online game veteran Raph Koster
Social/Online, Design

Don't Miss: Pokémon's secret ingredient 3
by Christian Nutt [07.11.16]
In this classic feature, Pokémon director Takao Unno and longtime Game Freak producer Junichi Masuda talk to GAmasutra about what makes a Pokémon game, and why they resonate with so many people.
Console/PC, Design

Opinion: Being sexy and not sexist - a look at Bayonetta and objectification 9
by Katherine Cross [07.11.16]
Bayonetta's presentation, while heavily sexualized, expresses her character in a way that separates her from the crowd of interchangeable, uninteresting portrayals of heterosexual women in gaming.
Console/PC, Design, Video

The surprising psychological profile of people who play 'idle clicker' games 5
by Gamasutra Community [07.11.16]
Who plays the games that play themselves? Nick Yee with analytics company Quantic Foundry takes a look..
Design

Blog: Teaching players without using words 7
by Gamasutra Community [07.11.16]
Ubisoft technical level designer Max Pears muses on a still-common practice: game design that forces players to read a whole lot of words to learn how to play.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Finding a fresh angle on WWII in Hearts of Iron IV 3
by Alan Bradley [07.11.16]
How did Paradox find a fresh approach to what is easily the most thoroughly documented war in human history?
Console/PC, Design, Video

Get a job: Respawn Entertainment is hiring a Camera Designer  
by Staff [07.08.16]
The makers of Titanfall are looking for a camera designer work on an upcoming third-person Star Wars game alongside the rest of the team at Respawn's Southern California HQ.
Console/PC, Design, Recruitment

Interactive ads: The future of making money on mobile games? 1
by Richard Moss [07.08.16]
With most of the mobile game audience unwilling to spend money either upfront or in in-app purchases, many developers need to run ads to find success.
Smartphone/Tablet, Design, Business/Marketing, Video

Hidetaka Miyazaki says taking chances is essential to Dark Souls 3's success 3
by Bryant Francis [07.07.16]
As a company president and lead game designer, Hidetaka Miyazaki sees a need for risk-taking in order to maintain the success of From Software's games.
Console/PC, Design

Don't Miss: A water interaction model for great video game boat physics 16
by Jacques Kerner [07.07.16]
Boat physics! In this timeless, meaty programming feature, Avalanche Studios' Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat."
Console/PC, Design