Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 1, 2016
arrowPress Releases
October 1, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Blog: Real-time narratives in story-focused games 6
by Gamasutra Community [09.26.16]
"In this post I cover what a real-time story is, talk about our main influences -- The Last Express and Sleep No More -- and discuss the design constraints we've chosen for the game."
Design

Blog: A very long post about how to become a creator 7
by Gamasutra Community [09.26.16]
"Advice for young people who want to become creators of video games based on over 20 years in the industry. It's advice in a blog post, and therefore to be considered dubious until proven otherwise."
Design

7 games with entertaining fail states that every dev should study 15
by Joel Couture [09.26.16]
Death where is thy sting? Many games have such clever and entertaining fail states that you practically look forward to your next untimely demise. We spoke to several devs about their favorites.
Console/PC, Indie, Design

Video Game Deep Cuts: Prague, Rogue, & FiveRP  
by Gamasutra Staff [09.25.16]
This Video Game Deep Cuts selection, picking top longform video game articles and videos of the week, looks at everything from Prague in the latest Deus Ex to Roguelike Celebration & GTA V mods.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Don't Miss: 20 Atari games every designer should play 10
by John Harris [09.23.16]
Check out this classic 2008 feature from Gamasutra about 20 timeless Atari games showcasing intriguing mechanics or design decisions that modern game developers should study and learn from.
Console/PC, Design

Q&A: Implementing and balancing traversal mechanics in Grow Up 1
by Chris Kerr [09.23.16]
"We had a vision of an unbounded planet very early on, a place where BUD could explore a world from any angle in any way without linearity."
Console/PC, Design, Video

Get expert advice on implementing great VR hand-tracking at VRDC  
by Staff [09.23.16]
Veteran game developer Matt Newport is now chief technology officer at VR firm Osso VR, and at VRDC he'll be running down the finer points of great, accurate hand-tracking in VR game and experiences.
VR, Design

Open the pod bay doors and join us for a developer stream of Event[0]  
by Staff [09.23.16]
I can’t let you do that Dave. But I can let you join us for a stream of Event[0] today at 3PM EST on our new Twitch channel, where we'll be interviewing the developers of the new AI conversation game.
Console/PC, Design, Video

PR crises and insecure AI: This week in video game blogging  
by Gamasutra Community [09.23.16]
This week, guest curator Taylor Hidalgo brings together some developers' perspectives shared in the world of games blogging.
Design, Production

Blog: Building MMO communities using economics 6
by Gamasutra Community [09.23.16]
"Community is something of a mystical beast hunted by game studios around the globe. In this article I show how and why economics is the right tool to build the desired community."
Design, Business/Marketing

Beyond the sea: Devs look back at the influential BioShock 2  
by Bryant Francis [09.23.16]
We caught up with some of the developers from BioShock 2 for lessons and memories from the game's development.
Console/PC, Programming, Design, Production, Video

Sony Santa Monica and WIGI step up to help Girl Scouts earn game dev patch  
by Bryant Francis [09.22.16]
Sony Santa Monica is teaming up with Women In Games International to host a set of game design workshops for the Girl Scouts of Greater Los Angeles to help them earn patches in game design.
Console/PC, Design

Don't Miss: How Bungie forged a new artistic direction for Destiny 12
by Christian Nutt [09.22.16]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" (as well as fun and functional) in this timeless 2014 feature.
Console/PC, Social/Online, Art, Design

Making a chatbot that drives a narrative in sci-fi exploration game Event[0]  
by Katherine Cross [09.22.16]
"I can imagine a (very near) future where we generate entire narrative structures based on the player's personal traits and choices," says Ocelot Society co-founder Sergey Mohov.
Console/PC, Indie, Programming, Design, Video

Tomorrow is the deadline to submit talks for the Summits and VRDC at GDC 2017!  
by Staff [09.22.16]
The call for talk submissions for the VRDC and the specialized Summits that help open the 2017 Game Developers Conference closes this Friday, September 23rd at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Get some taste! Let's stop making bland games 1
by Gamasutra Community [09.22.16]
Can taste be learned and acquired? I think you can and should learn to discern your own sense of taste, if you want to make compelling media.
Design

Blog: Is going multiplatform a good idea? 2
by Gamasutra Community [09.22.16]
This entry is about the pros, cons, and many struggles during the creation of indie studio Running Wastelands Interactive's multiplatform 4X strategy game, Planar Conquest.
Design, Production, Business/Marketing

Postmortem: Steve Jackson's Sorcery! series by Inkle 3
by Jon Ingold [09.22.16]
Jon Ingold, the narrative director and co-founder of inkle, discusses the iterative process of turning Steve Jackson's beloved Sorcery! gamebooks into a series of well-received video games.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Video

The realities of being a game designer in a big studio like BioWare 7
by Kris Graft [09.21.16]
James Ohlen has been in the game industry for a while now – 20 years just at BioWare. Today, he’s design director of the EA-owned developer, looking over franchises like Mass Effect and Dragon Age.
Design

A 'key' tip about keys and doors from BioShock's lead level designer 3
by Bryant Francis [09.21.16]
Former BioShock lead level designer Bill Gardner explains why you should think carefully about how players' path to a puzzle can influence their desire (and ability) to solve it.
Console/PC, Design, Video