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July 1, 2016
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July 1, 2016
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Updates » Design
Don't Miss: What DICE has learned from building Battlefields 4
by Christian Nutt [05.06.16]
In this classic 2012 chat, DICE's Karl Magnus Troedsson speaks about what the team has learned over the years of creating the successful Battlefield franchise -- and how that applies to other devs.
Console/PC, Design

Watch devs Clint Hocking and Mathieu Bérubé play and analyze Splinter Cell: Chaos Theory  
by Alex Wawro [05.06.16]
Inspired by the Panama Papers leak, Clint Hocking and Ubisoft Toronto compatriot Mathieu Bérubé play through (and discuss their work on) the "Panama Bank" level of Splinter Cell: Chaos Theory.
Console/PC, Design, Video

Hero Shooters: Charting the (re)birth of a genre 15
by Alex Wawro [05.06.16]
What's given rise to this year's slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production

Get a job: Be a Project Design Director at Schell Games  
by Staff [05.05.16]
I Expect You To Die studio Schell Games is looking for an experienced designer to take a lead role directing others in a variety of projects at its studio in Pittsburgh, Pennsylvania.
Smartphone/Tablet, Design, Recruitment

Video: One hour, five concentrated shots of VR game design advice  
by Staff [05.05.16]
At VRDC 2016, five VR experts from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical.
VR, Audio, Design, Production, Video, Vault

Brainstorming in 5 easy steps: The story of a new game character 3
by Gamasutra Community [05.05.16]
"This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process."
Indie, Design, Production

Trion drops F2P model for Atlas Reactor, says it would make the game 'less fun' 1
by Alex Wawro [05.05.16]
Trion Worlds has decided to drop the free-to-play payment scheme it was planning to employ for its online competitive game Atlas Reactor due to player feedback during the game's ongoing beta testing.
Social/Online, Design

Showcase your design skills with GameCareerGuide's Game Design Challenge  
by Staff [05.05.16]
Our sister site, aimed at students and beginning developers, has a challenge every three weeks -- and if you fit the bill, you can enter and offer your own take.
Console/PC, Design

Designing disjointed VR puzzles  
by Gamasutra Community [05.05.16]
"We set out to explore a realm of game design we hadn't seen done before -- disjointed, 2-player puzzles in VR. In our game Shackle, players find themselves back to back in a haunted room, divided by darkness."
VR, Indie, Design

PAX Indies: Women detectives, crazy cockpits and a lost moon 1
by Katherine Cross [05.05.16]
Gamasutra visited the PAX East Indie MegaBooth, and brings you tidings of Thimbleweed Park, Objects In Space, Moon Hunters, Tumblestone, and more.
Console/PC, Indie, Design, Business/Marketing

Poetry in motion: Catch a glimpse of Persona 5's gorgeous new UI  
by Chris Kerr [05.05.16]
You might not need many reasons to get excited over the new Persona 5 trailer that just dropped, but we're going to give you some anyway.
Console/PC, Art, Design, Video

Don't miss: How Naughty Dog made Uncharted: Drake's Fortune 6
by Chris Kerr [05.05.16]
With Naughty Dog preparing to bring Nathan Drake's story to a close, find out how his journey began in Richard Lemarchand and Neil Druckmann's classic postmortem.
Console/PC, Design, Production

Understand the impact of your game design with puzzle dependency graphs 6
by Gamasutra Community [05.05.16]
"An analytical technique which can be used to gain insights into the size, structure and complexity of a game. It helps visualize non-linear branching in the puzzle structure which can be key for tuning difficulty and pacing."
Console/PC, Design

Don't Miss: Replicating Star Wars' iconic look and sound in Battlefront 5
by Chris Kerr [05.04.16]
"Film & games don’t always play nice with each other," EA DICE's Niklas Fegraeus told Gamasutra. "Games require balance & fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Get a job: Be a Creative Director at Nix Hydra  
by Staff [05.04.16]
The studio responsible for Egg Baby is looking to hire an experienced game designer to take a lead role on the creative team in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik Fåhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Applying old-school sports game design to a modern multiplayer game 2
by Konstantinos Dimopoulos [05.04.16]
OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game."
Indie, Design, Production, Video

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Console/PC, Indie, Design

Distributed narrative collectables: Story through play  
by Gamasutra Community [05.04.16]
"I like to think that every element in a game is always looking to find more and more reasons to exist. There’s a fight for legitimacy of sorts." The same goes for its narrative.
Console/PC, Design

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video