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August 28, 2015
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August 28, 2015
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Updates » Design
Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Without a narrative, I'm lost in game space 7
by Gamasutra Community [08.17.15]
"Luckily, stories provide context and player motivation. Moreover, human beings crave stories. Stories tell us about ourselves and the human condition."
Console/PC, Design

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: The poetics of ragdoll physics  
by Kris Ligman [08.17.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
Console/PC, Indie, Design

Why I refused widescreen for my game 34
by Gamasutra Community [08.17.15]
"What I learned from this whole ordeal is that weird problems crop up when you least expect them and the problem is not always obvious."
Console/PC, Indie, Design

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

'The itch to make and nothing to say' - Creative significance and games 11
by Gamasutra Community [08.14.15]
Paul Kilduff-Taylor recently suggested that developers concentrate on “creatively significant work” -- but what is that? What does it mean? He tackles the topic here.
Console/PC, Indie, Design, Business/Marketing

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: 'Psychological exploitation' and time-wasters 16
by Gamasutra Community [08.14.15]
"Many game mechanics aren't inherently or especially wastes nor valuable uses of time, but rather tools (power tools of psychological activity, really)."
Console/PC, Smartphone/Tablet, Design

APA links violent games to aggression, asks devs to improve parental controls 11
by Alex Wawro [08.14.15]
The American Psychological Association's Task Force on Violent Media says playing violent video games is a consistent "risk factor" for increased aggressive thoughts/behaviors and decreased empathy.
Console/PC, Design

Process: The way game design reflects life 3
by Gamasutra Community [08.14.15]
"To process something is to break it down into a series of actionable tasks. It’s a simple, powerful idea that can carry you from Earth, to hell, and back again."
Indie, Design

How 'walking simulators' allow us to touch other worlds Exclusive 4
by Katherine Cross [08.14.15]
As the term "walking simulator" evolves, we'd do well to understand the appeal of such games. Science fiction, as it so often does, provides us with guidance.
Design, Exclusive

New performance capture tech makes photorealistic skin a reality 4
by Chris Kerr [08.14.15]
A team of researchers have developed a new performance capture technique that allows them to capture the intricate subtleties of human skin, making CGI characters appear photorealistic.
Console/PC, Design, Video

Blog: Some inspired designs in the Dune RTS series 7
by Gamasutra Community [08.14.15]
"Dune 2 is considered one of the founding games of the RTS genre... coming back to the game and its sequels as an adult with a more critical eye for games design, I cannot help but appreciate what Westwood did."
Console/PC, Design

Another narrative fallacy: Games are about choice 50
by Gamasutra Community [08.14.15]
Warren Spector takes on the idea of "choice" being paramount in games: "I don't get the exclusive focus on choice. I don't get the seeming obsession, in choice-driven games, with binary opposition."
Console/PC, Design

Get a job: Be a UI/UX Artist and Designer at Radiant  
by Staff [08.13.15]
The makers of Rising Thunder and Stonehearth are looking for a multi-talented artist and designer to take a lead role on user interface and experience design at their Los Altos, CA headquarters.
Console/PC, Indie, Art, Design, Recruitment

Why Sega brought in an interior designer to work on Shenmue  
by Alex Wawro [08.13.15]
We wanted to know Takimoto’s design process," explained Yu Suzuki in a newly-translated interview from 2000. "We had a lot of questions about the 'rules' of interior design."
Console/PC, Design

Video: How Swery designed D4 for empathy via 'sensory replication'  
by Staff [08.13.15]
In a quirky session at GDC 2015, game designer Hidetaka "Swery" Suehiro discusses D4 and his attempts to empathetically connect with players using his "sensory replication" game design technique.
Console/PC, Indie, Design, Video, Vault

Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

The 'trinity' of game development: A framework for design 2
by Gamasutra Community [08.13.15]
The trinity of game development: "There are at least 3 basic categories that everything in a game can be broken down into, which I call 'Context,' 'Theatrics,' and 'Questions.'"
Console/PC, Design