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April 29, 2016
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April 29, 2016
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Updates » Design
Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Su’s adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

The risk of games that seek to create empathy 7
by Simon Parkin [03.17.16]
While the power of game mechanics imbues the video game medium with tremendous story-telling power, it can result in a clash between a creator's intended message, and the one that is being communicated by the design.
Serious, Design, GDC

Casualizing mid-core: Can King catch Supercell?  
by Gamasutra Community [03.17.16]
"In 2012 if you were planning to develop a mobile game, life was simple just choose from three genres: Casual, mid-core, or hardcore. Come 2016, it seems this is no longer the case."
Smartphone/Tablet, Design, Business/Marketing

In open world game design, curiosity is key, says Bethesda's Todd Howard  
by Kris Graft [03.17.16]
"Build a world that piques the player's curiosity. [A world] that rewards curiosity and exploration in any way it can," says Todd Howard, director at Bethesda Game Studios.
Design, GDC

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made 3
by Alex Wawro [03.16.16]
“I’m Steve Golson, and you’re all here to hear about Ms. Pac-Man,” he said, by way of opening a postmortem of his work on the arcade classic at GDC. Here are some choice highlights of the crazy tale.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Failbetter's Kennedy: Good game story is like a well-mixed cocktail  
by Chris Baker [03.16.16]
A good game story is like a well-mixed cocktail, says the creative director of Failbetter Games. They both require theme, vivid flavor, known ingredients, and an emphasis on quality over quantity.
Design, Video, GDC

Quality is worth killing for: Supercell's ruthless approach to production 7
by Kris Graft [03.16.16]
According to Supercell game lead and artist Jonathan Dower, the company's success came in part because the company wasn’t afraid to kill games that were not up to snuff and move on.
Smartphone/Tablet, Design, Production, Business/Marketing

Richard Rouse III's 6 techniques to make game narratives more dynamic 1
by Chris Baker [03.16.16]
At GDC, game designer Richard Rouse III outlined six different techniques for adding dynamism to game stories, and cited several games that exemplify each of these techniques.
Console/PC, Indie, Design, GDC

Don't Miss: 3 procedural storytelling takeaways from Moon Hunters 7
by Bryant Francis [03.16.16]
'Roguelikes are about many truths, about a pluralistic view of the world,” said game designer Tanya X. Short in this classic feature. 'There's not a single truth of what the game is."
Indie, Design

Here's what Sony wants devs to know about making PlayStation VR games 6
by Alex Wawro [03.16.16]
Today at GDC Sony sponsored a talk on developing for PSVR, debuting an informal "VR consultation service" for devs and pitching them on PSVR's capacity to allow for local multiplayer VR games.
VR, Programming, Design, Production, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Lumberyard update brings mobile support and deeper Twitch integration  
by Chris Kerr [03.16.16]
Amazon has released the first update for its powerful free game engine, Lumberyard, which launched in beta form less that five weeks ago. 
Programming, Design, Production

'For me, VR is the new Wii,' says Ubisoft's Eagle Flight dev  
by Alex Wawro [03.16.16]
"It's intuitive and accessible," Eagle Flight lead Olivier Palmieri told Gamasutra. "I don't need to explain the controls at the beginning, really; I just say 'tilt your head to turn' and you're good to go."
VR, Design, Video

Better games from player diaries and data  
by Gamasutra Community [03.16.16]
"This diary tool gives the developers a truly nuanced and deep understanding of players’ motivations over time, their moment-to-moment reactions over weeks and even months."
Console/PC, Smartphone/Tablet, Indie, Design, Production

'Powerful stories require ambiguity': A story about Her Story 1
by Simon Parkin [03.16.16]
"I wanted to make a point that not only could we have a game that involved subtext, but one that revolved around subtext."
Design, GDC

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC

Jim Brown's level design workshop: The illusion of choice 2
by Katherine Cross [03.15.16]
Jim Brown of Epic Games advises providing players with an “illusion of choice.” Bringing a behavioral science perspective, he argued for making choice illusory while preserving player autonomy.
Console/PC, Design, GDC