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October 10, 2015
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October 10, 2015
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Updates » Design
Designing smart, meaningful shmups 4
by Gamasutra Community [10.01.15]
"When you first think about the genre, level design seems to be just about throwing random enemies at the player frantically. The truth is actually much different."
Console/PC, Indie, Design

How devs deal with 4 problem areas in VR game design  
by Bryant Francis [10.01.15]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
Console/PC, Indie, Art, Design, Production, VR

The power of random reinforcement 6
by Gamasutra Community [10.01.15]
"You can feel that if you only draw another card you’ll succeed, you’ll get your reward. This is the same type of condoning that makes you buy another booster pack or another lottery ticket."
Console/PC, Smartphone/Tablet, Indie, Design

How Total War got stripped down and sped up for F2P Arena 2
by Phill Cameron [09.30.15]
We talk to Jan Van Der Crabben, Live Operations Manager on Total War: Arena, about how the military strategy franchise to slim down and speed up to meet the demands of free-to-play game design.
Console/PC, Art, Design, Production

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Have a look at the original WipeOut design document 5
by Alex Wawro [09.30.15]
What appears to be the original design doc for Psygnosis' 1995 sci-fi racing game has been published on a WipeOut Facebook page by original dev (and current Playrise Digital chief) Nick Burcombe.
Console/PC, Design

Don't Miss: The remarkable history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [09.30.15]
In this classic feature authors Bill Loguidice and Matt Barton present an annotated history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Don't miss: The making of GoldenEye 007 1
by GDC Vault Staff [09.29.15]
"GoldenEye 007's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles."
Console/PC, Programming, Design, Production

Thinking about playwriting for improving on game writing 2
by Gamasutra Community [09.29.15]
"So if you're making a game that's heavy on story text, perhaps you should read some plays (your local library is sure to have some) and consider how you can imply more and state less."
Indie, Design

Lying through your teeth, and other great ways to fix your tutorial 9
by Gamasutra Community [09.29.15]
"The game requires interacting with this slider to start, ensuring players know it exists... Once the game actually starts, they can slide their finger anywhere on the left side of the screen."
Smartphone/Tablet, Design

Third-person camera design 3
by Gamasutra Community [09.29.15]
"As for a classical game design document in the industry, I extracted the parameters which are needed by the game designer to tweak the camera."
Console/PC, Design

Streamlining design through playtesting 4
by Gamasutra Community [09.29.15]
On iterative design: "After I had received my lashes, I went home and stared at the ceiling for a bit." And then, after fixes: "There was a fundamental shift in how people were playing the game."
Console/PC, Indie, Design

The man behind Second Life promises VR will make life virtual  
by Christian Nutt [09.28.15]
"We’ll think of our lives as being mostly virtual, and the real world will be something that maybe we come back to as a kind of a museum to marvel at as part of our past."
Console/PC, Smartphone/Tablet, Design, VR

Don't miss: Valve's writers and the creative process 12
by Kris Graft [09.28.15]
In this rare 2009 interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Tokyo Game Show Tidbits: Indie game impressions, part 2  
by Lena LeRay [09.28.15]
Our hot takes from Tokyo continue! Here are quick impressions of several more indie games we saw on the show floor and in the indie games area at the Tokyo Game Show.
Console/PC, Indie, Design, Business/Marketing