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January 19, 2017
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Updates » Design
U.S. government looks for help defining 'game designer' job role 1
by Staff [01.13.17]
The O*NET Data Collection Program is seeking the input of expert video game designers to help ensure that the profession is described accurately in the O*NET Database for the American public.
Design

What do you think about the Nintendo Switch? Tell us today at 3PM EST  
by Bryant Francis [01.13.17]
We're streaming a live discussion about what's up with the Nintendo Switch today at 3PM EST. Come chat with us!
Console/PC, Programming, Design, Production, Business/Marketing, Video

Blog: Simple mechanics, complex puzzle creation - Part 4  
by Gamasutra Community [01.13.17]
Wrapping up our series investigating interesting level characteristics, we finally answer our original question: Can computer-aided puzzle design help us create fair, fun and interesting challenges?
Design

Yoot Saito is coming to GDC 2017 to present a Classic Game Postmortem of Seaman!  
by Staff [01.13.17]
Yutaka “Yoot” Saito, the talented game designer known for his idiosyncratic approach to game dev, will be delivering a Classic Game Postmortem on his remarkable Dreamcast game Seaman at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: What to expect from video game cybersecurity In 2017 2
by Gamasutra Community [01.13.17]
Matt Cook shares his predictions for cybersecurity in online games for 2017, and discusses potential threats for the coming year.
Design, Business/Marketing

Uncharted 4, Far Cry Primal among U.S. Writer's Guild award noms  
by Alex Wawro [01.12.17]
The Writer's Guild of America has announced finalists for the organization's 2017 game writing award, and they run the gamut from Naughty Dog's Uncharted 4 to Night School Studio's Mr. Robot game.
Console/PC, Design

How and why game devs manipulate 'luck' in games like Peggle 1
by Alissa McAloon [01.12.17]
Maintaining the balance between luck and fairness isn’t always easy, but sometimes game design can benefit from replacing pure-luck with more controlled randomness.
Console/PC, Smartphone/Tablet, Design

Don't Miss: How Assassin's Creed II's missions use open-world space 13
by Staff [01.12.17]
"What I find very cool about the open world in Assassin’s Creed II is that the world opens up step by step, right up until the very late stages of the game. It’s very different from lots of open-world games of today."
Console/PC, Design

Pokemon Go and Inside among D.I.C.E. Game of the Year nominees  
by Alissa McAloon [01.12.17]
The nominees for the 20th annual D.I.C.E. Awards have been revealed, with Battlefield 1, Inside, Overwatch, Pokemon Go, and Uncharted 4 all in competition to be named 2016’s Game of the Year.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design

Learn about applying Indigenous experiences to game design today at 2PM EST 1
by Bryant Francis [01.12.17]
There's more than one way to make game systems, and today at 2PM EST, we're talking to two developers who will be presenting at GDC 2017's Indigenous Games lightning talks panel about their work.
Console/PC, Design, Video

Blog: 15 tips from a young game developer 2
by Gamasutra Community [01.12.17]
A game design student serves up some advice on how to become a highly efficient and creative video game developer.
Design, Production

Using San Francisco as the framework for Watch Dogs 2 1
by Kate Gray [01.12.17]
Watch Dogs 2, which takes place in the laid back Bay Area that's an actual locus of technological innovation and hacker culture, is focused on issues roiling the tech industry, like doxxing and data mining.
Console/PC, Art, Design, Video

How do you make the sequel to Frog Fractions? Like this  
by Staff [01.11.17]
"Start with a dumb idea, then grow it based on feedback, relying on what my personal fun/funny considers the obvious next move," Frog Fractions creator Jim Crawford tells Kill Screen.
Indie, Design, Production

Video: Drawing on the untapped potential of roguelikes  
by Staff [01.11.17]
At GDC 2015, Riot Games' Tom Cadwell discusses what game makers can learn from studying the roguelike approach to designing for mastery -- and how they can use those lessons in their own work.
Console/PC, Indie, Design, Video, Vault

For Suda 51, story and gameplay share a symbiotic relationship  
by Alissa McAloon [01.11.17]
Goichi "Suda51" Suda shares how The Silver Case is a perfect example of his design process to create the story of a game first and let its gameplay emerge naturally from that.
Console/PC, Design

Don't Miss: Writing romances in (non-romance) games 9
by Staff [01.11.17]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
Design

Blog: Everything you need to know about photogrammetry 6
by Gamasutra Community [01.11.17]
Here's everything you need to know about 3D scanning using photogrammetry, including the choice of software, equipment, and computer, and a few guidelines on properly capturing photos.
Art, Design

All Systems No: Come to GDC 2017 and learn from Brigador's troubled launch  
by Staff [01.11.17]
At GDC 2017, Stellar Jockey's Hugh Monahan aims to break down all the details of what he calls the well-reviewed Brigador's "doomed release" in an easy hour.
Indie, Design, Business/Marketing, GDC

Learn how Blizzard designed Overwatch's Oasis map  
by Chris Kerr [01.11.17]
"The philosophy that we used on all three of the points in Oasis is that we'd have an arena inside an arena."
Console/PC, Design, Video

Blog: Why don't people play Rock, Paper, Scissors for fun? 8
by Gamasutra Community [01.11.17]
Why Not Games programmer Nikhil Murthy examines Rock, Paper, Scissors and why people don't play it for fun.
Design