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July 29, 2016
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July 29, 2016
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Updates » Design
Get a job: Irrational Games seeks an experienced World Builder  
by Staff [07.25.16]
The studio formerly known as Irrational Games is looking for a Senior World Builder with design experience to help "craft and create our worlds."
Console/PC, Design, Recruitment

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Pokemon Go, and the good things that can come from bad UI 9
by Gamasutra Community [07.25.16]
PopCap Seattle UI/UX expert Chris Furniss argues how Pokemon Go's confusing UI is applying meaningful friction and is feeding into the dense social experience of the game.
Smartphone/Tablet, Design

Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Console/PC, Indie, Design, Video

Blog: Assassin's Creed and the importance of cutting features 2
by Gamasutra Community [07.22.16]
Using Assassin's Creed: Revelations as a guiding example, Ubisoft's Stanislav Costiuc examines how cutting features from a game can actually make it a better experience.
Console/PC, Design, Production

Get a job: Be a Lead Writer at Sucker Punch Productions  
by Staff [07.22.16]
InFamous: Second Son studio Sucker Punch is looking to bring on a game writer, preferably with open-world game writing expertise, to take a lead role on the next project at its Bellevue, WA office.
Console/PC, Design, Recruitment

Don't Miss: The enduring game design secrets of Chrono Trigger 27
by Victoria Earl [07.22.16]
In this timeless piece of analysis, Victoria Earl examines how Chrono Trigger's structure & gameplay design weave together to offer remarkable freedom for the genre & exceptional player satisfaction.
Console/PC, Design

Blog: How Pokemon Go fails to capture learnability 22
by Gamasutra Community [07.22.16]
Why does Pokemon Go need propping-up from the hundreds of how-to guides that have popped up this week? Here's how Niantic have broken or ignored principles for designing a learnable game.
Smartphone/Tablet, Design

Developers provide their [spoiler-free] take on Inside 4
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Console/PC, Indie, Art, Design, Production, Video

Read the design document for a lost Indiana Jones adventure game  
by Bryant Francis [07.21.16]
A LucasArts fan site has dug up the design document for a lost Indiana Jones adventure game, as well as the story of its demise.
Console/PC, Design

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Survey: Co-op more popular than competitive multiplayer, especially if it's local 2
by Alex Wawro [07.21.16]
In Quantic Foundry's latest survey of 1,200 video game players, cooperative play proved more popular than competitive play -- especially if the people you're playing with are in the same room.
Console/PC, Social/Online, Indie, Design

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Devs weigh in on the competitive state of Overwatch 3
by Bryant Francis [07.21.16]
We talked to some developers to get their take on what Blizzard is prioritizing in their Overwatch updates, the tweaks they've made to the multiplayer experience, and the competitive mode.
Console/PC, Art, Design, Video

Game writers now able to join Science Fiction & Fantasy Writers of America 2
by Bryant Francis [07.20.16]
Video game writers will now be able to join the Science Fiction & Fantasy Writers of America, though the rules have left some prolific writers scratching their heads as to how they will be eligible.
Console/PC, Design

Come out to VRDC and see how the Lucky's Tale devs prototype in VR  
by Staff [07.20.16]
Lucky's Tale dev Playful Corp. has been a leader in VR, and at VRDC founder Paul Bettner and studio design lead Dan Hurd will share the things they've learned from years of prototyping VR games.
VR, Design

How Fundbetter devs stretch the boundaries of story-driven games  
by Bryant Francis [07.20.16]
We sat down with the developers funded by Failbetter Games' Fundbetter program for their thoughts on what it takes to create strong interactive fiction.
Console/PC, Indie, Design, Production

Video: Crafting emotional themes in Dragon Age: Inquisition's Trespasser DLC  
by Staff [07.19.16]
At GDC 2016 Dragon Age franchise lead writer Patrick Weekes and lead narrative designer John Epler speak to developing the core narrative and thematic moments in the game's Trespasser DLC.
Console/PC, Design, Video, Vault

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