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July 26, 2016
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July 26, 2016
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Updates » Design
Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [07.19.16]
With Kentucky Route Zero's 4th episode released, look back at this talk from Cardboard Computer's Jake Elliott about how their design process evolved to focus on creating mystery, rather than puzzles.
Indie, Art, Audio, Design

Blog: Choosing fonts for your game 6
by Chris Kerr [07.19.16]
One of the easiest ways to help inject some personality into your games is with the typefaces you choose, and with a little knowledge you’ll be better placed to make the right choice.
Design

Blog: The cohesive open-world experience of Assassin's Creed: Brotherhood 1
by Chris Kerr [07.19.16]
"I believe that flaws aren’t a barrier for an amazing, engaging, solid and wholesome game, and Assassin's Creed: Brotherhood is a very good example of this."
Console/PC, Design

The past and future of location based AR games like Pokemon Go 5
by Jennifer Allen [07.19.16]
Gamasutra asked several developers why they think Pokemon Go did so well so quickly, what it needs to do to stay on top, and what it means for the future of location based gaming
VR, Smartphone/Tablet, Design, Business/Marketing, Video

Don't Miss: How Street Fighter V tries to reinvent the franchise 9
by Patrick Miller [07.18.16]
With Street Fighter V, Capcom seems to be trying to turn its venerable franchise into a tentpole eSport. In the wake of EVO, it's worth looking back at this feature that asks: How well does it do?
Console/PC, Social/Online, Design

Blog: A look at games that adapt to player behavior 5
by Gamasutra Community [07.18.16]
More and more game designers are personalizing game experiences using dynamic rules and systems. What should designers take into account?
Design

Blog: Educational game The Hidden Village postmortem 1
by Gamasutra Community [07.18.16]
SMU Guildhall production student Andrew Curley breaks down the good, the bad, and the lessons learned from managing an educational game project for eight weeks.
Design, Student/Education

Designing a combat HUD: Key user experience insights 15
by Gamasutra Community [07.18.16]
Oliver Janoschek, senior UI artist at Yager explains how to use UX patterns like Fitts's Law to successfully improve upon your in-game UI.
Design

Doom's glory kill animations nearly cost the game its chainsaw 1
by Bryant Francis [07.15.16]
Doom's art and game director sit down with Rock Paper Shotgun for an explanation on how they built the glory kill system.
Console/PC, Design

Get a job: Insomniac Games is looking to hire a Writer  
by Staff [07.15.16]
Insomniac Games (Ratchet & Clank) is looking for a full-time game writer to join the staff of its Burbank, CA studio and assist in the development of stories, scripts and dialogue for game projects.
VR, Console/PC, Design, Recruitment

Watch an engineer tear down this Nintendo PlayStation prototype 1
by Alex Wawro [07.15.16]
Heads up, hardware history buffs: Modder Ben Heck has published a video teardown of the "Nintendo PlayStation" SNES CD prototype, provided by owners Dan and Terry Diebold, that's well worth watching.
Console/PC, Design, Video

Devs weigh in on what makes Pokémon Go so appealing  
by Alex Wawro [07.15.16]
The game dev community has been rife with Pokémon Go talk, and now The Verge has put up a nice roundtable with devs Rami Ismail, Zach Gage and Asher Vollmer discussing why the game is so successful.
Social/Online, Smartphone/Tablet, Design

Blog: Pricing pixel art (or, 'Where can I get free pixels?!') 6
by Gamasutra Community [07.15.16]
Choosing pixel art seems to be the remedy for every tight game production budget. Here's some advice to producers and artists alike on what to expect when budgeting for pixel art.
Art, Design, Production

Don't Miss: Breaking the NES for Shovel Knight 21
by David D'Angelo [07.14.16]
With Nintendo catering to NES nostalgia via the NES Mini, it's a good time to look back at this classic post from Yacht Club about how they (mostly) abided by the NES' limits in making Shovel Knight.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Blog: White-boxing your game 3
by Gamasutra Community [07.14.16]
A run-down of white-boxing your video game, from former Mojang and Paradox developers at Swedish game studio Midnight Hub.
Design, Production

Blog: Exploring graveyards and our feelings about death with Pokemon Go  
by Gamasutra Community [07.14.16]
"Pokemon Go gives players the opportunity to explore cemeteries, learn about local memorial sites, and have important conversations about death," says independent game dev Gabby DaRienzo.
Social/Online, Design

Blog: How I failed to make my dream game (twice) 12
by Staff [07.14.16]
The roller coaster four-year story of a video game made by a small Barcelona-based development team.
Indie, Design, Business/Marketing

Drugs, masks, and randomness: The moral gray areas of We Happy Few 5
by Joel Couture [07.14.16]
"We've had whole generations of games imposing 'good vs evil' moral ethics to players, but I dislike that kind of simplification," says Compulsion Games' creative director Guillaume Provost.
Console/PC, Indie, Design, Video

Video: The scenography of Kentucky Route Zero  
by Staff [07.13.16]
Kentucky Route Zero developer Tamas Kemenczy breaks down the artistic inspiration for Kentucky Route Zero in this 2014 GDC talk.
Console/PC, Indie, Art, Design, Video

How did Pokemon Go conquer the planet in less than a week? 12
by Staff [07.13.16]
Gamasutra staff grapple with the question of how Pokemon Go became one of the most successful apps on Android and iOS practically overnight.
Smartphone/Tablet, Design