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August 30, 2015
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August 30, 2015
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Updates » 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

The secret to engagement: An intro to Maslow's hierarchy of needs 1
by Gamasutra Community [08.13.15]
"When we can use something that is part of our natural programming, it is always a very effective outcome. The needs listed here does not only work, but are must for every human being to achieve/get in their life."
Smartphone/Tablet, Design

Don't Miss: The postmortem of Resident Evil 2 for the N64 1
by Todd Meynink [08.12.15]
In this classic 2000 postmortem, Angel Studios (now Rockstar San Diego) engineer Todd Meynink recounts the trials and tribulations Angel faced in porting Capcom's Resident Evil 2 to the Nintendo 64.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Crackdown 3's destruction feature had to overcome a cloud-based hurdle 2
by Chris Kerr [08.12.15]
Following an impressive unveiling at Gamescom, Microsoft has dampened expectations by explaining that Crackdown 3's cloud-based destruction could be hampered by internet service providers.
Console/PC, Design

Death, readability, and 'hard' vs 'unfair' 22
by Gamasutra Community [08.12.15]
"The less talked about issue is that so many of these hard games actually require you to die as a part of the learning experience. This is the distinction between a game that is hard, and a game that is unfair."
Console/PC, Design

How The Flame in the Flood builds tension through motion Exclusive 3
by Phill Cameron [08.12.15]
We talk to Forrest Dowling about how the pressure of constant movement works to elevate the survival genre in The Flame in the Flood.
Console/PC, Indie, Art, Design, Production, Exclusive

A survey of social aspects of social games  
by Gamasutra Community [08.12.15]
"How people interact with each other in games are important in today’s games. Games are still under evolution, especially social games. I also propose some ideas about how to make games more attractive."
Social/Online, Smartphone/Tablet, Design

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Being an indie in Japan isn't easy, says dev -- but it's getting better  
by Alex Wawro [08.11.15]
Onion Games' Yoshiro Kimura speaks candidly about how Japan's indie scene has changed, and how his encounters with other indie developers at GDC reignited his passion for making games.
Indie, Design

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Blog: The complicated dev of abuse-survivor story Enola  
by Gamasutra Community [08.11.15]
Difficult subject matter and difficult development: A game based around confronting the attacker of a rape victim, from the perspective of both its subject matter and its production.
Console/PC, Indie, Design, Production, Business/Marketing

We made a big mistake with our free-to-play design, and our players let us know 1
by Gamasutra Community [08.11.15]
"The game was seen as fairly hard by some (which it is!) -- but the fact that many found it so hard, and thus needed to reach for their credit cards, came at us like lightning in a clear sky."
Smartphone/Tablet, Design