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July 28, 2016
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July 28, 2016
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Updates » 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 didnít 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

Designing levels for crashing in Crashing Season  
by Gamasutra Community [05.31.16]
Antti Kananen with Koukoi Games goes in-depth about the challenges of making a game that's about crashing into stuff, infinitely.
Smartphone/Tablet, Design

The story behind post-nuclear survival game 60 Seconds! 2
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video

Blog: Analyzing new-Doom's design elements and nuances 4
by Gamasutra Community [05.30.16]
"I'm going to be taking a look at three major components that constitute Doom's immaculate design: combat, exploration, and mobility."
Console/PC, Design

The art of balancing traditional gameplay and VR immersion in Lucky's Tale 6
by Gamasutra Community [05.30.16]
Playful's Oculus Rift pack-in Lucky's Tale recently shipped. Game director Dan Hurd explains how the studio tackled design issues and the tenuous balance between the environment and gameplay.
VR, Design

Self-evolving game content using player feedback 8
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

Breaking down the anatomy of a mission in a mobile action game  
by Gamasutra Community [05.27.16]
This is how Sticky Studios created a system that its designers could use to quickly create a wide variety of missions for The Man From U.N.C.L.E. game.
Smartphone/Tablet, Design, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production