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Updates » Design
Video: AI devs offer advice on how to design great NPCs  
by Staff [04.21.16]
At the GDC 2014 AI Summit AI experts Rez Graham and Daniel Brewer shared case studies of how NPCs were designed and built for Electronic Arts' The Sims: Medieval and Digital Extremes' Warframe
Console/PC, Programming, Design, Video, Vault

Seeing through the game, to the spreadsheet that drives it 4
by Gamasutra Community [04.21.16]
"You can’t avoid the fact that video games are made and run on computers. In some games, most commonly games closer to what we’d call 'RPGs,' the player is directly modifying the spreadsheet through their choices in a veiled way."
Console/PC, Smartphone/Tablet, Design

Creating co-op experiences that make sense to players  
by Gamasutra Community [04.21.16]
"In the end, to create a true co-op experience we believe you need to consider the narrative, mechanics and progression and make your players equally important throughout your experience."
Console/PC, Indie, Design

Secret design in Rayman Legends 7
by Gamasutra Community [04.21.16]
"We’re gonna take a look at how Rayman Legends handles secret areas. It doesn’t take much to mess up with these kinds of things and make the process of finding them really arbitrary or annoying, but Rayman Legends does everything right."
Console/PC, Design

This week in video game blogging: Pacing, flow and education  
by Gamasutra Community [04.21.16]
Our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how game designers can think about user experience.
Console/PC, Smartphone/Tablet, Indie, Design

7 examples of great game physics that every developer should study 1
by Richard Moss [04.21.16]
We reached out to several developers to discuss creative or skilled uses of physics intertwined with game mechanics, and then assembled a list of seven instructive examples that every dev should study.
Console/PC, Design

Watch the making of PlayStation classic Die Hard Trilogy  
by Christian Nutt [04.20.16]
Very few documentaries were produced in the 32-bit era, but this 1990s throwback showcases the early stages of development for a game on the original PlayStation.
Console/PC, Programming, Design, Production, Video

The player dynamics of a World War in EVE Online  
by Christian Nutt [04.20.16]
Why and how one user has used massive amounts of in-game gambling profits to launch a huge and costly war in EVE Online.
Console/PC, Social/Online, Design, Business/Marketing

Video: I Expect You To Die and the value of presence in VR game design  
by Staff [04.20.16]
At GDC 2016, Schell Games' Jesse Schell & Shawn Patton shed some light on the path to a good VR game by sharing what they'd learned in designing the Bond-esque VR escape game I Expect You To Die
VR, Design, Video, Vault

Don't Miss: Robbie Bach reflects on Xbox 360's game dev legacy 7
by Alex Wawro [04.20.16]
Over 10 years after launching Xbox 360 and 5 years after walking away from the company, ex-Xbox chief Robbie Bach reflects on lessons learned and the ups and downs of launching Xbox Live Indie Games.
Console/PC, Programming, Design, Production, Business/Marketing

Approaching the mobile games market as a small team in 2016 6
by Christian Nutt [04.20.16]
"How can a small team hope to find any kind of success in this environment? I have no idea. But I intend to try and find out. My goal is to build a business with a long term horizon."
Smartphone/Tablet, Design, Production, Business/Marketing

Breaking down A Link to the Past's overworld 2
by Gamasutra Community [04.20.16]
"I will look at how the world of The Legend of Zelda: A Link to the Past can be broken into discrete regions similar to how a computer program could generate a tile-based map."
Console/PC, Design

Be brave and embrace legacy servers, says Runescape designer  
by Chris Kerr [04.20.16]
"I don't think there's anything wrong with people saying, 'I wanna play this game from back in the day', [and] companies should be brave enough to say that [they] think this is worth trying."
Console/PC, Design, Business/Marketing

15 of Gamasutra's best articles over the last quarter 3
by Kris Graft [04.20.16]
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

How Battleborn blends MOBA design into the multiplayer shooter 2
by Alex Wawro [04.20.16]
Gearbox chief Randy Pitchford paints the studio's upcoming game as both a product of the times (drawing heavy influence from MOBA design) and a return to its roots in competitive multiplayer shooters.
Console/PC, Social/Online, Design, Production

Video: Platinum's guidelines for great action game design  
by Staff [04.19.16]
Platinum Games' Atsushi Inaba takes the stage at GDC 2016 to speak frankly about Platinum's philosophy of action game design, which has guided the development of games like Bayonetta and Vanquish.
Console/PC, Design, Video, Vault

How Dark Souls III masterfully teaches its gameplay 1
by Gamasutra Community [04.19.16]
"As a level designer, I'm always appreciative of a great tutorial, especially one that's informative and fun to play, and cleverly woven into a game's main entry point. The tutorial in Dark Souls III does all of this."
Console/PC, Design

The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.19.16]
"Perhaps the biggest boon video games have as an interactive medium is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention in the long run."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Q&A: The guns and dungeons of Enter the Gungeon 2
by Tim W. [04.19.16]
"The biggest challenges for making a procedural dungeon are 1) making it fun but fair, and 2) giving it a sense of structure. I like to say that we tried to teach our game to make Zelda dungeons."
Console/PC, Indie, Design, Video

Get a job: CCP in Reykjavik is hiring a Game Design Director  
by Staff [04.18.16]
The creator of EVE Online is looking for an experienced hand with MMO development chops to join the EVE Online team as a design director at CCP's HQ in Reykjavik, Iceland.
Social/Online, Design