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December 9, 2016
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Updates » Design
Blog: Adaptive music in competitive games 3
by Gamasutra Community [11.30.16]
An article describing a way of using vertical re-orchestration to create highly dynamic music for all kinds of games where two or more side compete to each other.
Programming, Audio, Design

Blog: Feeling the frustration of 'fun pain' game design 5
by Gamasutra Community [11.30.16]
Today's post looks at the use of fun pain mechanics, and why they do more harm than good to a game's long-term success.
Design

Devising the VR gaze controls of Eagle Flight 4
by Joel Couture [11.30.16]
"Using your head to 'point' where you want to go feels super natural," says creative director Charles Huteau "Way more logical for your body than sending an order to your thumbs to push sticks."
VR, Console/PC, Design, Video

Get a job: Disruptor Beam is hiring a UI/UX Designer  
by Staff [11.29.16]
Disruptor Beam is seeking an experienced UI/UX Designer to work side-by-side with a team of designers, marketers, and engineers to create world-class web, tools, and mobile experiences in Framingham, MA.
Smartphone/Tablet, Design

Don't Miss: Creating compelling puzzles in Rise of the Tomb Raider 3
by Staff [11.29.16]
Crystal Dynamics' senior designer Jeff Wajcs discusses the different elements that go into creating the perfect puzzle in this interview following the release of Rise of the Tomb Raider.
Console/PC, Design

Blog: Honey Rose post-mortem, and the rules of engagement 6
by Gamasutra Community [11.29.16]
Life-management sim Honey Rose was released on September 29th, 2016. But what's happened since then?
Design, Production, Business/Marketing

Meditation and game design meet in this GDC 2017 talk on trance states  
by Staff [11.29.16]
SoundSelf dev Robin Arnott will give a talk on "Designing a Trance: Meditation and Game Design" at GDC 2017 next year that promises to touch on games' potential future as digital psychedelics.
Console/PC, Indie, Design, GDC

Why player empowerment is at the core of Dishonored 2  
by Chris Kerr [11.29.16]
"You can make your path through the game, and you have a sense that there was a lot more going on. And therefore the sequence of things that happened to you are yours."
Console/PC, Design

Blog: How many mechanics should a game have? 9
by Gamasutra Community [11.29.16]
First off, I acknowledge that this is the wrong question to ask. The better question is: "How can I determine how many mechanics my game should have?" This essay gives my own opinion on that question.
Design, Business/Marketing

Blog: A Disastr_Blastr post-postmortem 3
by Gamasutra Community [11.29.16]
From the wasteland of Greenlight to the nirvana of Steam release -- a year in the life of an indie arcade shooter about a block that shoots blocks at other blocks in a world made of blocks.
Design, Production

Blog: On the generation of procedural organs  
by Gamasutra Community [11.29.16]
How would you go about creating a system to procedurally generate internal organs?Bestiarium developer Yanko Oliveira finds out.
Programming, Design

6 ways that the Final Fantasy franchise continues to influence devs 4
by Jon Irwin [11.29.16]
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design, Video

How do you plan for extraordinary moments in procedural design?  
by Bryant Francis [11.28.16]
We caught up with Moon Hunters lead designer Tanya Short to talk about making great moments in procedural game design.
Console/PC, Design, Video

How Thumper got its turns on track  
by Alex Wawro [11.28.16]
"In the beginning I was pretty down on perfect turns," Thumper dev Brian Gibson tells RPS in a new turn-focused chat. "Over time it grew on me and I realized that it does make the game better."
Indie, Design

Blog: Achieving a retro look without pixel art 3
by Gamasutra Community [11.28.16]
Some people think a retro games are synonymous with pixel art. I don't agree much, because I don't equate the size of pixels or the number of colours to how retro a game is.
Art, Design

Don't Miss: Writing Firewatch, and capturing the beauty of being alone 2
by Staff [11.28.16]
"People go to Wyoming because they’re captivated by the beauty and the aloneness. Growing up in there creates certain feelings inside you that you don’t really get rid of for the rest of your life."
Indie, Art, Design

The idea for Titanfall 2's most iconic level predates the series itself  
by Alissa McAloon [11.28.16]
In a recent interview, Respawn's Jake Keating explains some of the design tricks and considerations that went into making Titanfall 2's Effect and Cause mission.
Console/PC, Design

Revisiting Cibele: Playing with the connections we create through tech  
by Joel Couture [11.28.16]
A year after its release, we look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design, Video

Blog: Approaching game design as 'creative play' 1
by Gamasutra Community [11.28.16]
Game design is fun, when you're not crushing bugs! This is a quick introduction to No Second Chance, an app we're making at The Metamakers Institute about game design as creative play.
Design

Blog: Developing my first console game  
by Gamasutra Community [11.28.16]
How we turned our 2012 7DFPS entry into a Nintendo Wii U couch multiplayer extravaganza for up to four combatants and one lucky commentator.
Console/PC, Programming, Design