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October 9, 2015
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October 9, 2015
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Updates » Design
Get a job: Wargaming is aiming to hire an experienced UI Engineer  
by Staff [08.28.15]
World of Tanks maker Wargaming is looking for an experienced engineer to fill an open Senior UI Engineer position at its studio in Hunt Valley, Maryland and work on PC/console games.
Console/PC, Programming, Design, Recruitment

Video: Concocting The Witcher 3's dynamic crafting-based economy  
by Staff [08.28.15]
CDPR's Matthew Steinke speaks at GDC Europe 2015 about how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Console/PC, Indie, Programming, Design, Video, Vault

Don't Miss: The story of Blizzard's first-ever Warcraft multiplayer match 10
by Patrick Wyatt [08.28.15]
"Something changed when I played the first multiplayer game of Warcraft." - Patrick Wyatt, programmer of Warcraft: Orcs vs. Humans, writes in the opening to this excellent 2012 feature.
Console/PC, Programming, Design

How our game about the migrant crisis, Passengers, took shape  
by Gamasutra Community [08.28.15]
"We wanted simple, factual stories. Some are sad, some are hopeful. We didn't want to bring any judgment or moral justification in the game. We just let you decide what you will do."
Console/PC, Indie, Design

How Heat Signature has shifted focus away from...heat signatures Exclusive 1
by Phill Cameron [08.28.15]
We talk to Tom Francis about what happened when the central mechanic of his game Heat Signature--the mechanic that he named the game after--ceased to be the central mechanic
Console/PC, Indie, Design, Business/Marketing, Exclusive

Video blog: UX without UI - Creating user experiences in action games  
by Gamasutra Community [08.28.15]
"It's kind of a 30 minute crash course in some obscure aspects of systems design, namely: the importance of making controls ergonomic, responsive, and intuitive."
Console/PC, Design

Want to conquer China's mobile market? Look to the Monkey King 8
by Gamasutra Community [08.28.15]
"The Chinese are very open to western culture (including western-type dialogues, characters, settings, etc.), so it is worth a try to combine Chinese elements and overseas gameplay."
Smartphone/Tablet, Design, Business/Marketing

Dynamics of social platforms in mobile games  
by Gamasutra Community [08.28.15]
"Though there may be some differences in specification and use cases, they share common aspects to meet users' same needs. How can we use those features in game design and user experience design?"
Smartphone/Tablet, Design

Game Design Deep Dive: Rocking the Wii U GamePad with Runbow Exclusive  
by Alex Rushdy, Thomas McCall [08.28.15]
13AM Games explains how it got the most out of the much-maligned GamePad with new Wii U-exclusive indie game Runbow -- and made the game more fun for everybody in the room.
Console/PC, Indie, Design, Exclusive, Deep Dive

Dishonored's Smith: It's not right that 'if you slaughter everybody... you're a hero' 13
by Christian Nutt [08.27.15]
Often discussed is the impact of violent games' on players. Less often discussed is the ultimate strangeness of violent games. In a new interview Harvey Smith tackles the issue.
Console/PC, Design

Don't Miss: What Ubisoft learned from making Far Cry 2 15
by Chris Remo [08.27.15]
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development.
Console/PC, Design, Production, Business/Marketing

Games as art, and the time-waster: A look at 'Machinalism' 2
by Gamasutra Community [08.27.15]
"Machinalism is a game movement that triggers a very peculiar state of mind, somewhere between meditation and hypnotism, dead trapped in the moment of play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Designing a jump in Unity 6
by Gamasutra Community [08.27.15]
"Cloud Critters is all about jumping. We decided early in the development of Cloud Critters that we wanted a jump with variable height and power -- something closer to Super Mario or Metroid."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Blog: Can World War I game Valiant Hearts be a history lesson? 6
by Gamasutra Community [08.27.15]
Could Ubisoft's World War I game Valiant Hearts be used in classrooms? A designer picks apart its suitability as a teaching aid from a variety of perspectives.
Console/PC, Design

Don't Miss: How The Witcher taught CD Projekt Red about RPG design 15
by Tom Curtis [08.26.15]
In this classic interview, key staffers from CD Projekt RED reflect upon The Witcher series, noting what went right, wrong, and how the games have affected the studio's plans for the years ahead.
Console/PC, Design, Production

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Mechanics and characterization: A Remember Me boss fight analysis 2
by Katherine Cross [08.26.15]
Solid characterization can elevate a game. But as Capcom's Remember Me proves, a poorly conceived villain can undermine a great boss battle.
Console/PC, Design

Test your game designs as bulk simulations, with map/reduce  
by Gamasutra Community [08.26.15]
"it is crucial to verify that all starting scenarios provide an engaging flow from curiosity to thirst. Designers need to use a testing tool to exercise and evaluate more scenarios than is possible using manual testing."
Smartphone/Tablet, Programming, Design

Into the asylum: A postmortem of Human Head Studios' Lost Within  
by Chris Rhinehart, Ryan Jackson [08.26.15]
A detailed, candid postmortem of the mobile horror game -- from concept to crunch and everything in between, this article tells the story of what it took to build Weatherby Asylum.
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

Get a job: Sega Networks is hiring a Unity Developer  
by Staff [08.25.15]
Handy with Unity? Sega Networks is looking to hire someone like you to join its Three Rings studio in San Francisco, CA and work alongside the team building new mobile games.
Smartphone/Tablet, Design, Recruitment