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December 10, 2016
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Updates » Design
Q&A: Why did Riot decide to make a tabletop game? 3
by Bryant Francis [11.01.16]
We talk to Chris Cantrell, producer of the tabletop game Mechs and Minions, about why Riot Games ventured into physical games after their enormous success with League of Legends.
Console/PC, Design, Video

Can you identify a specific designer's work by playing their game? 1
by Bryant Francis [10.31.16]
Can you identify a specific designer's work just by playing through a game they worked on? See why one game programmer who worked on Skyrim thinks so.
Console/PC, Design, Video

Get a job: Remedy Entertainment is hiring a Lead Designer  
by Staff [10.31.16]
Remedy Entertainment is seeking a Lead Designer who will be responsible for overall design, including game, level and retention mechanics in Espoo, Finland​.
Console/PC, Design, Recruitment

The strange and inspiring origins of Psyonix's Rocket League 2
by Alissa McAloon [10.31.16]
Psyonix built Rocket League from over a decade's worth of inspiration and hard work. Find out about the different experiences that led the team to make a game about rocket powered cars playing soccer.
Console/PC, Indie, Design, Production, Video

Don't Miss: Making randomness transparent in Tharsis 4
by Staff [10.31.16]
Systems designer Zach Gage talks about how he used dice rolling as a game mechanic to make probability more visible in a game about surviving impossible odds.
Console/PC, Indie, Design

What drives game developers to crunch? 5
by Alissa McAloon [10.31.16]
Tanya Short takes a closer look at the reasons developers see crunch time as a necessity, despite knowing that it isn't an effective way to work in the long-term.
Indie, Design, Production

Blog: On puzzle design and Fabric 4
by Gamasutra Community [10.31.16]
"To force to players to think, we have tried to add a ridiculous amount of fake bend tiles which doesn’t have anything to do with the solution. It worked, the players did think."

Learn about VR ghosts, werewolves, and more at VRDC this week!  
by Staff [10.31.16]
In the spirit of the season, organizers of the Virtual Reality Developers Conference wish everyone a safe and happy evening -- and highlight some of the VRDC talks that are just a little bit spooky.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

7 terrifying VR horror games that every developer should study  
by Joel Couture [10.31.16]
VR horror games are a new frontier in fear. Gamasutra reached out to several pioneers at the forefront of this new form to ask what lessons they've learned about how to cause terror in virtual reality.
VR, Console/PC, Indie, Audio, Design

Video Game Deep Cuts: Crunchy Civilization Raiders  
by Gamasutra Staff [10.30.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at the state of developer 'crunch', Civilization's 25th, and the story behind Tomb Raider's genesis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Alien: Isolation and the evolution of horror simulators 35
by Staff [10.28.16]
Amnesia and Soma developer Thomas Grip recounts the history of games that invoke terror in players and how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Console/PC, Indie, Design

A look at the indie game development scene in Saudi Arabia 2
by Lena LeRay [10.28.16]
"Local devs have found each other and organized gatherings, and have also connected with other dev communities in the MENA (Middle East/North Africa) region."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Tomb Raider devs recall the highs and lows of creating a game icon 1
by Chris Kerr [10.28.16]
In an frank and revealing interview, the team behind the first Tomb Raider games have opened up about the highest highs and lowest lows of their development journey. 
Console/PC, Design, Production

The Not-So-Big Easy: A historian discusses Mafia III 1
by Gamasutra Community [10.28.16]
Historian Bob Whitaker uses the work of Professor Leonard Moore to discuss the history behind Mafia III, from the Civil Rights Movement to the Cold War.
Console/PC, Design

Postmortem: Fatshark's Warhammer: End Times - Vermintide 4
by Martin Wahlund [10.28.16]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Don't Miss: Designing difficulty in role-playing games 12
by Staff [10.27.16]
Fine-tuning the amount of challenge players face in different difficulty settings is a complicated process within itself. Three devs offer advice on how scale game difficulty between modes.
Console/PC, Design

Blog: Analyzing how game mechanics condition us 1
by Gamasutra Community [10.27.16]
This blog post examines how the feedback we get from game mechanics can condition people's playstyles and behavior.
Console/PC, Indie, Design

Game Design Deep Dive: Turning Bloodline Champions into Battlerite 1
by Peter Ilves [10.27.16]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Deep Dive

How is Telltale reinventing the Batman mythos with its new game series?  
by Bryant Francis [10.26.16]
We took a look at Telltale's latest entry in its ongoing Batman series to see how it's reinventing the myth of the Dark Knight.
Console/PC, Design, Video

QuiVR devs created new features to combat VR sexual harassment 1
by Alissa McAloon [10.26.16]
Harassment in multiplayer video games is nothing new, but social VR games unfortunately have the potential to bring new dimensions to virtual harassment faced by gamers online. 
VR, Social/Online, Programming, Design