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October 26, 2016
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Updates » Design
What does HBO's Westworld have to teach us about game design? 8
by Gamasutra staff [10.19.16]
Gamasutra staffers discuss the ways that HBO's new show seems to present characters grappling with issues of open world game design and NPC character creation.
Console/PC, Design, Video

Blog: The overjustification effect and game achievements 7
by Gamasutra Community [10.18.16]
"How achievements, trophies, and badges in games can lower player motivation under the wrong circumstances."

Don't Miss: Most players won't finish your game - and that's not a bad thing! 60
by Staff [10.18.16]
Jason VandenBerghe remarks on how knowing that players don't complete most games they pick up can actually help game developers make more informed design decisions.
Social/Online, Design

Get VR game dev tips from Ubisoft, Double Fine, CCP and more at VRDC!  
by Staff [10.18.16]
Come out to the first-ever Virtual Reality Developers Conference next month to get behind-the-scenes VR/AR game dev insight from leading game makers at Double Fine, Ubisoft, CCP Games, and more!
VR, Design, Production

Predicting the UK's post-Brexit future in Football Manager 2017 2
by Chris Kerr [10.18.16]
In a recent interview Miles Jacobson, studio director of Football Manager dev Sports Interactive, has spoken at length about trying to predict the unpredictable. 
Console/PC, Design

The state of educational games in the Minecraft era 4
by Richard Moss [10.18.16]
Minecraft, Kerbal Space, and even Civilization all have instructional spin-off versions. But do educators know how to integrate games into the classroom? We got the takes of some educational game devs.
Console/PC, Indie, Serious, Design, Business/Marketing

How does storytelling differ between video games and literature?  
by Alissa McAloon [10.17.16]
Raph Koster explains how storytelling has changed since the days of bards and campfire stories, and discusses how video games reflect those changes.
Console/PC, Design, Video

Don't Miss: How 1979 Revolution: Black Friday drops players into a real crisis 4
by Staff [10.17.16]
Developer Navid Khonsari details the personal experiences that inspired him to tell the story of the Iranian Revolution in his award winning game 1979 Revolution: Black Friday.
Console/PC, Indie, Design

IndieCade announces list of 2016 award winners  
by Alissa McAloon [10.17.16]
Infinite-0 and Diaries of a Spaceport Janitor are among the 12 games that received awards at the 2016 IndieCade festival this past weekend.
Indie, Art, Design, Production

Learn how to design better mixed-reality experiences at VRDC!  
by Staff [10.17.16]
Omer Shapira is a lead technical artist with Nvidia, and at VRDC he'll be sharing some lessons learned by Framestore, Nvidia and more about solving complicated mixed-reality development problems.
VR, Design

Blog: The Hero's Journey of Journey 6
by Gamasutra Community [10.17.16]
In this two-part post about Hero's Journey, I examine how Campbell's monomyth structure is applied to the game Journey.
Console/PC, Design

Blog: Dealing with the 64K method limit in your Unity3D game  
by Gamasutra Community [10.17.16]
How to address the 64K DEX method limit in Unity3D for Android, and step-by-step instructions to export from Unity3D to an Android Project to enable ProGuard optimization and/or MultiDex support.
Design, Production

Fleshing out Clustertruck's high concept into a satisfying game  
by Jack Yarwood [10.17.16]
Imagine a first-person platformer that has you leaping from big rig to big rig as they race down an endless, obstacle-filled roadway. Now imagine turning that concept into a fully fleshed-out game.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Emotional AI Self-Destructs 1
by Gamasutra Staff [10.17.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at the 'strange future of emotional AI', a mysterious self-destructing game, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Screen shake? Camera cuts? 'Most of this is not viable in VR,' says Battlezone dev 1
by Alex Wawro [10.14.16]
"We’ve spent our professional lives finding ways to make playing on a flat screen some distance away from you be...immersive," says Rebellion's Tim Jones. "Most of this is not viable in VR."
VR, Design

How might Dunbar's Number affect the future of MMORPG design? 2
by Bryant Francis [10.14.16]
What does the future of MMORPG design hold? Well according to Elder Scrolls Online creative director Rich Lambert, it'll be anchored around improvements to social design.
Console/PC, Design, Video

Don't Miss: 7 combat systems that every game designer should study 22
by Staff [10.14.16]
We reached out to several designers for their take on the games that introduced truly memorable innovations to hand-to-hand combat systems.
Console/PC, Design

Catch Google sharing VR prototyping lessons learned at VRDC!  
by Staff [10.14.16]
Over the last year, Google teams have built more than 75 VR experiments. In his rapid-fire VRDC talk on "Lessons Learned from VR Prototyping," Rob Jagnow will share Google's learnings with you!
VR, Design, Production

Join Gamasutra for a stream of Gears of War 4 today at 3PM EST  
by Staff [10.14.16]
We're streaming Gears of War 4 today on Twitch. Come join us for a developer-focused conversation about the game!
Console/PC, Design, Video

This week in video game blogging: Crafting, creating and procedurally generating  
by Gamasutra Admin [10.14.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the politics and practice of game development.
Console/PC, Design, Production