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July 23, 2016
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July 23, 2016
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Updates » Design
Don't Miss: How Blizzard designs and animates Overwatch heroes  
by Staff [07.12.16]
Overwatch has its first new hero today with the release of support sniper Ana, so it's a good time to look back at this talk from Blizzard's David Gibson on how Overwatch heroes are designed/animated.
Console/PC, Art, Design, Production

Tracing Pokémon Go's roots back to the '90s MMORPG Meridian 59  
by Alex Wawro [07.12.16]
In a new interview with Game Informer Niantic founder John Hanke traces the roots of Pokémon Go predecessor Ingress back to his work on '90s MMORPGs, including Meridian 59.
Social/Online, Design

Blog: Rocket Rascal mobile game postmortem 3
by Gamasutra Community [07.12.16]
What went right, what went wrong, and what was somewhere in between in the development of iOS and Android game Rocket Rascal.
Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Designing contextual storytelling in a 'metroidvania'-style game 1
by Gamasutra Community [07.12.16]
Game designer Thais Weiller talks about her work on the well-received "metroidvania"-style game Odallus: The Dark Call, and how "show, don't tell" was a key guideline.
Console/PC, Indie, Design

Blog: Finding the visual style for your game - a few tips for young artists 1
by Gamasutra Community [07.12.16]
A developer behind the indie game Flat Kingdom explains how his team came to the game's unique oragami-inspired "flat" visuals.
Indie, Art, Design

AR is an MMO: The social and ethical implications of Pokemon Go 4
by Gamasutra Community [07.12.16]
"In the wake of Pokemon Go, it's a wise idea to look at the history of MMOs and virtual worlds for lessons learned," says online game veteran Raph Koster
Social/Online, Design

Don't Miss: Pokémon's secret ingredient 3
by Christian Nutt [07.11.16]
In this classic feature, Pokémon director Takao Unno and longtime Game Freak producer Junichi Masuda talk to GAmasutra about what makes a Pokémon game, and why they resonate with so many people.
Console/PC, Design

Opinion: Being sexy and not sexist - a look at Bayonetta and objectification 9
by Katherine Cross [07.11.16]
Bayonetta's presentation, while heavily sexualized, expresses her character in a way that separates her from the crowd of interchangeable, uninteresting portrayals of heterosexual women in gaming.
Console/PC, Design, Video

The surprising psychological profile of people who play 'idle clicker' games 5
by Gamasutra Community [07.11.16]
Who plays the games that play themselves? Nick Yee with analytics company Quantic Foundry takes a look..
Design

Blog: Teaching players without using words 7
by Gamasutra Community [07.11.16]
Ubisoft technical level designer Max Pears muses on a still-common practice: game design that forces players to read a whole lot of words to learn how to play.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Finding a fresh angle on WWII in Hearts of Iron IV 3
by Alan Bradley [07.11.16]
How did Paradox find a fresh approach to what is easily the most thoroughly documented war in human history?
Console/PC, Design, Video

Get a job: Respawn Entertainment is hiring a Camera Designer  
by Staff [07.08.16]
The makers of Titanfall are looking for a camera designer work on an upcoming third-person Star Wars game alongside the rest of the team at Respawn's Southern California HQ.
Console/PC, Design, Recruitment

Interactive ads: The future of making money on mobile games?  
by Richard Moss [07.08.16]
With most of the mobile game audience unwilling to spend money either upfront or in in-app purchases, many developers need to run ads to find success.
Smartphone/Tablet, Design, Business/Marketing, Video

Hidetaka Miyazaki says taking chances is essential to Dark Souls 3's success 3
by Bryant Francis [07.07.16]
As a company president and lead game designer, Hidetaka Miyazaki sees a need for risk-taking in order to maintain the success of From Software's games.
Console/PC, Design

Don't Miss: A water interaction model for great video game boat physics 16
by Jacques Kerner [07.07.16]
Boat physics! In this timeless, meaty programming feature, Avalanche Studios' Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat."
Console/PC, Design

Blog: Board games, video games, and accessibility design  
by Gamasutra Community [07.07.16]
Board games are almost unique in the myriad ways in which their design creates interesting subtleties of inaccessibility. How does that relate to video games?
Design

A developer's journey to create 100 games in five years 10
by Joel Couture [07.07.16]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

Hit the road with the latest Game Career Guide design challenge  
by Staff [07.06.16]
Summer's here, and now's the chance to flex your game design muscles with inspiration from your favorite summer road trips.
Indie, Design, Student/Education

Get a job: Be a Lead Level Designer at Double Fine Productions  
by Staff [07.06.16]
The studio responsible for games like Psychonauts is looking for an experienced level designer to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Design, Recruitment

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production