Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 6, 2016
arrowPress Releases
February 6, 2016
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Design
GDC 2016: Learn to write great NPCs from 80 Days scribe Meg Jayanth  
by Staff [12.22.15]
As we get closer to GDC 2016, conference officials reveal a new talk from 80 Days writer Meg Jayanth about how to make games better by writing vivid, engaging NPCs.
Console/PC, Indie, Design, GDC

Blog: The Beginner's Guide to interpretation  
by Gamasutra Community [12.22.15]
"We’ve conflated everyone’s right to an opinion with the idea that all opinions are equally correct. That has happened now, and as a culture we can never go back."
Console/PC, Indie, Design, Business/Marketing

This Week in Video Game Blogging: Questions of identity 1
by Critical Distance [12.22.15]
"This week, our partnership with game criticism site Critical Distance brings us picks from Joe Köller on topics ranging from gamer demographics to fan-made patches."
Console/PC, Indie, Design, Business/Marketing

How to make games that last 2
by Gamasutra Community [12.22.15]
Ascension creator Justin Gary on "making a game where new content can be released regularly to keep players coming back for more" -- "principles that I believe are critical to a game’s long-term success."
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2015: Examining the microtransactions in Mortal Kombat X 33
by Alex Wawro [12.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing

Video: Working with modders to make Starcraft II a better eSport  
by Staff [12.21.15]
At GDC 2015 MIT researcher Philip Tan & Blizzard developer Ryan Schutter break down how they worked with Starcraft II modders to improve the game, as an eSport, by iterating on the viewer experience.
Console/PC, Design, Video, Vault

Come out to GDC 2016 and see how Campo Santo made the world of Firewatch  
by Staff [12.21.15]
As GDC 2016 draws nigh organizers announce a new talk from Campo Santo artist Jane Ng on how the studio designed the world of Firewatch.
Indie, Art, Design, GDC

Granite SDK 3.0 brings major updates and VR support  
by Chris Kerr [12.21.15]
According to Graphine, the new SDK is a "major update" that features a significant redesign of Granite's layer and caching systems that will remove any negative impact on system resources.
VR, Console/PC, Design

Gamasutra's Best of 2015: Top 10 Games of the Year 3
by Gamasutra Staff [12.21.15]
2015's list of “the games that will remain in our memories as having defined the year for technical sophistication, storytelling, innovation, and pure intangible experience value.”
Console/PC, Smartphone/Tablet, Indie, Design

Gamasutra's Best of 2015: Chris Kerr's Top 5 Games  
by Chris Kerr [12.18.15]
Gamasutra's UK news writer Chris Kerr shares his personal picks from 2015, featuring one game in particular that even he can't believe made the cut.
Console/PC, Design

Get a job: Infinity Ward seeks a single-player Gameplay Designer 1
by Staff [12.18.15]
The Call of Duty studio is looking for a game designer to use "a flexible C-style scripting language to realize your designs."
Console/PC, Design, Recruitment

Gamasutra's Best of 2015: Chris Baker's Top 5 Games  
by Chris Baker [12.18.15]
The top 5 games of 2015 from Gamasutra assignment editor Chris Baker - featuring a long-winded digression on the rise of crowd play, an embarrassed Toys to Life confession, and more.
Console/PC, Indie, Design

Best of 2015: The essence of Splatoon, and what it gets right 12
by Christian Nutt [12.18.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design

The 3 biggest hurdles we faced in bringing online multiplayer to Gear VR 2
by Gamasutra Community [12.18.15]
Lessons learned from the devs of Oculus mobile VR jam winner Daydream Blue: "Here are the three major obstacles we faced in bringing online multiplayer with avatars and positional audio to mobile VR."
VR, Smartphone/Tablet, Art, Design

Ludic epistolary: On letters, and audiologs, as communication in games  
by Gamasutra Community [12.18.15]
"The effectiveness of the audio log format in telling a story, combined with Bioshock’s popularity and creative successes heavily influenced future games, fundamentally shifting the industry’s methodology."
Console/PC, Indie, Design

Here are your Audio, Visual Art and Narrative juries for IGF 2016  
by Staff [12.18.15]
The final three juries behind the GDC 2016 Independent Games Festival come together as a diverse lineup of developers and industry professionals sign on to decide the finalists for the March awards.
Indie, Art, Audio, Design, IGF

Gamasutra's Best of 2015: Katherine Cross' Top 5 Games 1
by Katherine Cross [12.18.15]
The year in video games has been something of an explosive blur that I cannot quite put words to.
Console/PC, Indie, Design

Armello, Galak-Z and Soma join GDC 2016 Indie Summit lineup  
by Staff [12.18.15]
With GDC 2016 on the horizon, organizers run down a selection of can't-miss talks from developers of Armello, Soma, Galak-Z and more at the conference's Indie Games Summit.
Indie, Programming, Design, Production, GDC

Emotions and mechanics: Lessons about daring 1
by Gamasutra Community [12.18.15]
"The effectiveness of pressure, rewards, and challenge to inspire daringness depends very much on the type of player. Players who respond well to challenge take very well to incentives."
Console/PC, Design

Gamasutra's Best of 2015: Bryant F's Top 5 Games  
by Bryant Francis [12.18.15]
If I were to define my favorite games of 2015 as a whole, I would categorize them as a group of short stories--small individual tales that come together to make a bigger whole in different ways.
Design, Production