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August 26, 2016
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August 26, 2016
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Updates » Design
Q&A: Building tracks and tracking tires in F1 2016  
by Alex Wawro [08.17.16]
As the studio prepares to release F1 2016, Codemasters' Andy Gray chats with Gamasutra about what's involved with authentically building real-world cars and tracks in an annualized racing game.
Console/PC, Design

Don't Miss: What Metal Gear Solid games teach us about centralized power 4
by Staff [08.17.16]
In this timeless feature, Zoran Iovanovici looks at one of the most significant themes of the Metal Gear Solid series -- its criticism of centralized power, and its promotion of decentralization.
Console/PC, Design

Why For Honor ignores historical accuracy in favor of diversity 8
by Alex Wawro [08.17.16]
"You can change the skin color of your Vikings, too. You want to have a black Viking? Knock yourself out," VandenBerghe tells GameSpot.†"It's who are you. I want you to be able to be in that game."
Console/PC, Design

This Week in Video Game Blogging: No Man is an Island, Ocean, or Sky 1
by Gama Sutra [08.17.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the vast emptiness of space.
Console/PC, Social/Online, Indie, Design

Come out to VRDC and see how CCP developed EVE: Valkyrie  
by Staff [08.17.16]
At the inaugural standalone VRDC in November, CCP Games' Andrew Willans will deliver a frank postmortem of EVE: Valkyrie.
VR, Design, Production

Blog: Writing branching romances in non-romance games  
by Gamasutra Community [08.17.16]
"Figure out the scope of your romance -- whether a line here and there or something hefty and pervasive -- and make sure your scope is in line with your vision."
Art, Design

Oxenfree devs release Telltale-published Mr. Robot game on mobile  
by Bryant Francis [08.16.16]
The developers of Oxenfree have made an interactive fiction game set in the world of Mr. Robot that Telltale is publishing on mobile devices.
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: The Essential 20 - A Japanese RPG primer for devs 32
by Kurt Kulata [08.16.16]
Almost 10 years after this 2008 feature was published, it's still worth reading for some intriguing opinions on the design and influence of some well-known (and some relatively unknown!) JRPGs.
Console/PC, Art, Design

Blog: Building a massively multiplayer online game of Whack-A-Mole 1
by Gama Sutra [08.16.16]
The story of how one dev built an MMO version of Whack-A-Mole with a server-less architecture. More than 20 people can compete at the same time on a big dashboard -- by playing on their phones.
Social/Online, Design

Programming principles from the early days of id Software 4
by Kris Graft [08.16.16]
At GDC Europe in Cologne, Germany today, Romero ran down some of the key programming principles that id Software adhered to in the influential studioís early years.
Programming, Design, GDC Europe

Death and consequences in game design  
by Gama Sutra [08.16.16]
Indie devs were brought together by the IGDA Switzerland chapter to talk about death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.
Console/PC, Design

Blog: Can computer-aided design help us create fair, fun, interesting puzzles?  
by Gamasutra Community [08.16.16]
A programmer on the simple puzzle game Skiddy shares "an in-depth feature on our procedural level generation, analysis and rating."
Console/PC, Indie, Programming, Design

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: Ďhereís an infinite procedural world. I hid a game in here, see if you can find it.í I think thatís kind of cool! Treasure hunts are under-represented as a basic model of game design"
Console/PC, Indie, Art, Design

Video: Making Her Story and using the player's imagination as a narrative tool  
by Staff [08.15.16]
In this GDC 2016 talk game designer Sam Barlow shares lessons learned from making Her Story and explores why the most powerful game engine in the world is your player's brain.
Indie, Design, Video, Vault

Blog: Lessons from presenting a talk at GDC 3
by Gamasutra Community [08.15.16]
Indie dev Ryan Darcey breaks down his experience submitting and presenting a talk at GDC 2016.
Indie, Design

Real talk about what it's like to write video games  
by Alex Wawro [08.15.16]
"Story is not everything in a video game. Maybe this causes you to clutch your pearls in shock, but itís true," writes longtime game scribe David Gaider. "Game writing is largely about collaboration."
Console/PC, Indie, Design

Blog: Avoiding choice overload in games 6
by Gamasutra Community [08.15.16]
It's easy to overwhelm players with too much choice. In this post game user researcher Bob Tilford discusses the literature of excess choice and how it relates to game design.
Design

Blog: 50 tips and best practices for Unity 18
by Gamasutra Community [08.15.16]
Gamelogic founder runs through some Unity strategies that will make your projects simpler to understand, harder to break, and quicker to ship.
Programming, Design

Next PS4 update bringing improved video sharing and custom folders 1
by Chris Kerr [08.15.16]
With the beta for the PS4's upcoming 4.00 update starting tomorrow, Sony has revealed what features users can expect when it finally rolls out.
Console/PC, Design

5 storytelling tips from a Disney Pixar veteran 1
by Kris Graft [08.15.16]
Writer and artist Matthew Luhn shared his insights on storytelling at GDC Europe, drawing from his 20 years of work at Pixar.
Design, GDC Europe