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June 27, 2016
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June 27, 2016
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Updates » Design
Sukeban Games' beguiling VA-11 Hall-A makes cyberpunk sexy  
by Katherine Cross [06.22.16]
Who knew that tending bar in 2070 could be so engaging? This indie title from Sukeban Games tasks you with mixing drinks, and listen to fascinating futuristic pub banter.
Console/PC, Indie, Design, Video

Blog: How we tweaked the dash mechanic in our action game  
by Gamasutra Community [06.22.16]
Game designer Wytze Kamp explains how he tweaked a speed boost gameplay feature in his game, Antegods.
Indie, Design

Defender dev Eugene Jarvis on the bright future of arcade games 7
by Bryan Lufkin [06.22.16]
“Whenever I talk to people about arcade games, they’re shocked to know the business still exists,” Eugene Jarvis says. “I, too, am amazed. We should have packed it up in the last millennium.”
Indie, Design, Production, Business/Marketing, History, Video

Overwatch losing 'Avoid this player' feature after top players can't find games 12
by Bryant Francis [06.21.16]
Blizzard removes a feature meant to help Overwatch players avoid toxic competitors after it backfires against high-skill players.
Console/PC, Design

Opinion: We need more Marcuses 11
by Katherine Cross [06.21.16]
Marcus Holloway is a brilliant hacker and the new protagonist in Ubisoft's upcoming Watch Dogs 2--he's also a young black man. Katherine Cross argues how video games need such morally complicated characters of color.
Design

Blog: Why it's been an exciting month for accessibility in games  
by Gamasutra Community [06.21.16]
"Accessibility in gaming is never a dull field to be working in," writes game accessibility advocate Ian Hamilton. "The past month - mid May to mid June - has been no exception."
Serious, Design

A few niche RPGs that brought something new to the table 2
by Gamasutra Community [06.21.16]
From Cobra Mission: Panic in Cobra City to Chinese Paladin, computer RPG enthusiast Felipe Pope runs down some CRPGs with designs that sported intriguing mechanics worth studying.
Console/PC, Indie, Design

City management, mayhem and Sid Meier's wisdom: Making Civilization VI 2
by Alex Wawro [06.21.16]
6 years on, Firaxis is preparing to ship Civilization VI. Here, producer Dennis Shirk reveals how the game's design incorporates everything from Sid Meier's 33/33/33 rule to a novel "Mayhem" mechanic.
Console/PC, Design, Production, E3

ReCore developers had to consider accessibility for its color-driven gameplay  
by Bryant Francis [06.20.16]
To build its color-coded combat system, ReCore's tells reporters that they needed to build in accessibility features for colorblind players.
Console/PC, Design

Fantastic Contraption adds built-in mixed reality and Twitch chat functions  
by Bryant Francis [06.20.16]
The latest update to Fantastic Contraption includes integration with Twitch chat and a new Director Mode to help players show off their virtual reality creations.
VR, Console/PC, Indie, Design

Don't Miss: The strange, unresolved conflict in Animal Crossing 7
by Ian Bogost [06.20.16]
In this classic feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism.
Console/PC, Design

Come to GDC Europe and see how LawBreakers' gameplay is designed  
by Staff [06.20.16]
At GDC Europe Boss Key Productions' Dan Nanni will deliver an expert talk on how to design a game that's both fun and functional, using the studio's work on multiplayer shooter LawBreakers as example.
Console/PC, Social/Online, Design, GDC Europe

Blog: A game of chess...in which you can't move the pieces 7
by Kris Graft [06.20.16]
Winning third-place for innovation at the last Ludum Dare game jam was a game about chess. "Moveless" chess.
Indie, Design

Blog: Level design in Halo 5's multiplayer map, 'Plaza' 2
by Gamasutra Community [06.17.16]
A study and overview of the Halo 5 multiplayer map "Plaza," and how it showcases Halo 5 multiplayer's design strengths.
Design

Mafia 3 and the value of putting game developers in a box 1
by Alex Wawro [06.17.16]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeawy from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Console/PC, Design, Production, E3

Arkham VR and Rocksteady's path to VR game development  
by Alex Wawro [06.16.16]
At E3 Rocksteady cofounder Sefton Hill chats with Gamasutra about how Arkham VR was made, and why he thinks VR is uniquely well-suited to evoking emotional reactions in people.
VR, Design, E3

Your game can change peoples' lives (even unintentionally)  
by Gamasutra Community [06.16.16]
We recently received a message describing how our game had a profound effect on someone's life, and I felt I needed to share it with the game dev community.
Design

How emotional psychology and The Goonies inspired Sea of Thieves 6
by Kris Graft [06.16.16]
"We're not a realistic sailing game, we're not a realistic pirate game. We're trying to build this pirate fantasy which delivers on the romance and the sense of adventure."
Console/PC, Design, Video

Deck-building mechanics meet brawler in Absolver  
by Kris Graft [06.15.16]
One of the most interesting fighting games I've ever played is in development by a somewhat unlikely group: ex-Ubisoft developers who've spent the last several years making shooting games like Ghost Recon.
Console/PC, Design, E3

Q&A: Injustice 2 and the balancing act of adding gear to a fighting game  
by Alex Wawro [06.15.16]
At E3 NetherRealm's Adam Urbano chats with Gamasutra a bit about why, exactly, NetherRealm is making another Injustice and what he's learned about building a balanced, tournament-grade fighting game.
Console/PC, Design, E3