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February 9, 2016
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February 9, 2016
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Updates » Design
What do you mean, 'Losing is fun'? 5
by Gamasutra Community [02.04.16]
"A game featuring difficult situations, permanent consequences, and randomized content is seen as something special, something great even."
Console/PC, Smartphone/Tablet, Indie, Design

Road to the IGF: Night School Studio's Oxenfree  
by Bryant Francis [02.04.16]
Oxenfree's watercolor art style has earned it a nomination for the IGF Award in Excellence in Visual Art. Lead designer Sean Krankel explains how its visual design impacted gameplay.
Art, Design, IGF

How one mod helped define the modern XCOM experience 1
by Phill Cameron [02.04.16]
XCOM 2 creative director Jake Solomon explains how his team actually consulted with creators of the popular Long War mod, and shared tools with them so that mod content will be available at launch.
Console/PC, Design, Production

Don't miss: As Dust shuts down, a look back at CCP's ambitious plans 13
by Christian Nutt [02.03.16]
This 2011 interview, conducted as the company hatched ambitious plans to build a shooter directly into its successful MMO EVE Online, offers a look back at Dust 514 at its very outset.
Console/PC, Design, Business/Marketing

Polish your game design skills at the GDC 2016 Game Design Workshop  
by Staff [02.03.16]
Today is the last day to register early for GDC 2016 at a discounted rate, and those who do may appreciate the conference's cutting-edge Game Design Workshop.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Don't Miss: Combating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.03.16]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Come to GDC and learn how Bethesda built the world of Fallout 4 1
by Staff [02.03.16]
Today is the last day to register early for GDC 2016 at a discounted rate! What's more, attendees will get to see a talk from Bethesda Game Studios on the modular level design ofFallout 4.
Console/PC, Design, GDC

Level design basics from a Call of Duty modder turned pro 2
by Gamasutra Community [02.03.16]
Treyarch's Muhammad Ayub: "I have been making multiplayer maps in the Call of Duty modding community for past 8 years. Over the years, I have learned a lot of design rules and principles."
Console/PC, Design

Blog: Character creators and race in games 3
by Gamasutra Community [02.03.16]
Two students take a close look at how video game character creators represent race, and speak to players to find out how those representations affect them.
Console/PC, Social/Online, Art, Design, Business/Marketing

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance.The soundscapes and landscapes can be manipulated usinga standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

Beyond smart and stupid: Walking a line through The Witness 8
by Gamasutra Community [02.03.16]
"The line that I'm walking through The Witness must look like the polygraph of a neurotic, pinballing mess. And that thought, unexpectedly, may be what keeps me playing it."
Console/PC, Indie, Design

Why Heroes Charge's combat system is so engaging 2
by Gamasutra Community [02.03.16]
"Heroes Charge is designed around a very deep combat system. . After months playing the game, players can still learn details of the combat system that can make a difference in a battle."
Smartphone/Tablet, Design

Engineering the engineering-based gameplay of Scrap Mechanic 1
by Roy Graham [02.03.16]
'We wanted to make you feel like a real mechanic when you put things together, so we have no editor view,' says Pontus Holmbom of Axolot Games.
Console/PC, Indie, Art, Design, Video

Don't Miss: The realities of building a LEGO MMO 5
by Brandon Sheffield [02.02.16]
In this classic 2010 interview Ryan Seabury, creative director of LEGO Universe, discusses the development process of the now-defunct game, which helped pioneer complex crafting systems in MMO games.
Console/PC, Design

GDC 2016: See how Big Huge Games found F2P success with DomiNations 1
by Staff [02.02.16]
Tim Train, CEO of Big Huge Games 2.0, will speak at GDC 2016 about he and his team learned from developing, launching and maintainingtheir free-to-play strategy gameDomiNationsfor an entire year.
Smartphone/Tablet, Design, Business/Marketing, GDC

Opinion: Prejudice as a game mechanic 3
by Katherine Cross [02.02.16]
The label 'empathy games' is associated with indie titles like Dys4ia to Cibele. But it may also apply to AAA titles like Dragon Age: Inquisition and the forthcoming Mafia III.
Design

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

The state of game development in Africa 3
by Richard Moss [02.02.16]
They dream of African heroes and mythical beings getting embraced by people around the world whatever their ethnicity in the same way they've embraced the likes of Thor.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Kirby and character momentum 8
by Gamasutra Community [02.02.16]
"I noticed one particular theme throughout the Kirby games. Every power, every ability, every level, every enemy. They're all designed to prove one thing: Kirby is an unstoppable force."
Console/PC, Design