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July 30, 2016
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July 30, 2016
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Updates » Design
Blizzard's Jeff Kaplan offers a roadmap on Overwatch's future  
by Bryant Francis [06.07.16]
Overwatch game director Jeff Kaplan shares some insight on Overwatch's next few months, including a possible update for the "Play of the Game" system.
Console/PC, Programming, Design

Postmortem: Offworld Trading Company's Early Access campaign 7
by Soren Johnson [06.07.16]
Soren Johnson examines Offworld Trading Company's Early Access campaign. He notes what went right and what went wrong... and he also has a few suggestions for Steam.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Don't Miss: Why EA DICE made another bet on Mirror's Edge 9
by Kris Graft [06.06.16]
Last year, EA DICE general manager Patrick Bach laid out his thoughts on the risk and opportunity that come with making a game that lands outside of the Battlefield franchise.
Console/PC, Design, Business/Marketing

7 progression and event systems that every developer should study 2
by Bryant Francis [06.06.16]
We reached out to game developers and designers to talk about the growth of progression and retention systems in online games.
Console/PC, Design

Video: Game design and mind control in Superhot 1
by Staff [06.03.16]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned in to the "mind control" elements of the game's narrative to build a better game. 
Indie, Design, Production, Video, Vault

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [06.03.16]
In this classic feature, game developer Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games, adding his own new principle along the way. What principles would you add?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

This Week in Video Game Blogging: Moving forward  
by Gamasutra Community [06.03.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their Senior Curator Zoya Street on in-game progress and stumbling blocks.
Art, Design

The small team behind Dangerous Golf's huge destructionfests 4
by Jennifer Allen [06.03.16]
“We wanted to make a sports game and take the piss out of it,” explains Alex Ward of Three Fields Entertaianment. “It’s fun to see things break."
Console/PC, Indie, Programming, Art, Design, Video

Players use Alto's Adventure as coping mechanism, dev responds with 'Zen Mode' 2
by Alex Wawro [06.02.16]
Dev Snowman has updated its endless snowboarder with a new 'Zen Mode' that cuts scoring, power-ups, and even the UI so players can relax and snowboard an endless mountain without any distractions.
Smartphone/Tablet, Design

Maxis does away with gender boundaries in latest Sims 4 update 1
by Alex Wawro [06.02.16]
Developer EA Maxis has expanded the character creation options in The Sims 4 with an update that lifts gender restrictions on body types, voices, clothing and more.
Console/PC, Design

The haunting real-life disease that inspired Hyper Light Drifter 1
by Bryant Francis [06.02.16]
In an interview with The Guardian, Hyper Light Drifter creator Alex Preston shares the personal experiences that gave life to his recent game.
Console/PC, Indie, Design

Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Get a job: Blue Isle Studios is hiring a Level Designer  
by Staff [06.01.16]
Canadian indie venture Blue Isle Studios is looking to hire a skilled level designer versed in UE4 to work on a first-person multiplayer game alongside the team at its office in Toronto, Ontario.
Indie, Design, Recruitment

Video: BioWare's iterative level design process for Mass Effect 2  
by Staff [06.01.16]
BioWare's Cory Andrusko and Dusty Everman were both part of the Mass Effect 2 team, and during this timeless GDC 2009 talk they showcased how the studio's iterative level design process for the game.
Console/PC, Design, Video, Vault

Don't Miss: Mastering the art of composition in level design 16
by Staff [06.01.16]
A timeless rundown of what goes into creating first-person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Creating emotional arcs with weapon progression in Uncharted  
by Gamasutra Community [06.01.16]
There are many tools we can use to create emotional arcs for the player -- including weapon progression.
Design

GDC Europe: Learn game design tricks to keep players immersed in a story  
by Staff [06.01.16]
At GDC Europe, longtime game designer Mata Haggis will deliver an intriguing talk on the many small design choices made to amplify the narrative of Fragments of Him through player interactions.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Europe

Video: Designing Downwell around one key mechanic  
by Staff [05.31.16]
Downwell creator Ojiro Fumito speaks at GDC 2016 about how he designed a fun, engaging game around one key mechanic: what if you jumped down a well with guns strapped to your boots?
Indie, Design, Video, Vault

Designing (and improving) Overwatch's 'Play of the Game' highlights 6
by Alex Wawro [05.31.16]
"From a technical standpoint, it's a really hard problem to have a computer figure out what is cool," Blizzard's Rowan Hamilton tells GameSpot in a chat about Overwatch's "Play of the Game" moments.
Console/PC, Social/Online, Design

Don't Miss: Designing and structuring great boss battles 29
by Mike Stout [05.31.16]
In this timeless feature, designer Mike Stout breaks down the boss battle into 8 different beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design