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August 28, 2016
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August 28, 2016
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Updates » Design
Blog: The disunity of Assassin's Creed: Unity 4
by Gamasutra Community [08.15.16]
Ubisoft game designer Stanislav Costiuc analyses why Unity's solid standalone parts that don't connect into a cohesive experience.
Console/PC, Design

Game development as performance: Making Nuclear Throne on Twitch 2
by Kris Graft [08.15.16]
For Vlambeer’s Rami Ismail, making the game Nuclear Throne was as much about live performance in front of an audience as it was about development.
Design, Production, Business/Marketing, GDC Europe

'Oiling' your gameplay to remove player pain 12
by Lars Doucet [08.15.16]
You've heard of "juicing" your game, but have you ever considered oiling it? One game developer breaks down how to make your game less painful for players.
Console/PC, Design

Don't Miss: Tips and advice for VR, from Steam VR game devs 12
by Bryant Francis [08.12.16]
As Valve updates its games bundled with the HTC Vive, take a look at some VR development tips, including some from The Gallery developer Cloudhead Games.
VR, Design

Gen Con Highlights: The Dark Eye and Polaris 1
by Katherine Cross [08.12.16]
Spotted in GenCon’s expo hall: Polaris and The Dark Eye, a pair of venerable and popular tabletop RPGs from France and Germany that have been translated into English.
Indie, Design

Blog: The historical legacy of text game puzzles 3
by Gamasutra Community [08.12.16]
"This series sets out the historical roots of the text puzzle and the influence it has had on the evolution of video games."
Console/PC, Design

Blog: Tracing my troubles with Telltale Games 14
by Gamasutra Community [08.12.16]
Telltale Games was one of my favorite developers during the 00's, but today's post looks at how their structure has changed and moved away from my adventure game preference.
Design, Production

Game Design Deep Dive: Color as identity in Push Me Pull You 8
by Michael McMaster, Jacob Strasser [08.12.16]
"In a frantic local-multiplayer game, readability is hugely important. In our case, where there are two teams of two players on-screen at all time, it can be tricky to keep track of your character."
Indie, Art, Design, Video, Deep Dive

Don't Miss: Designing interesting decisions for games 29
by Staff [08.11.16]
In this classic feature Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Boosting player participation using the 'ethical avatar' 3
by Gamasutra Community [08.11.16]
"When a game rises above a certain degree of abstraction, into the arena of realism, an Ethical Avatar will improve it. This article explains how to employ an EA,"
Design, Production

Devs, submit your great ideas for a GDC 2017 Design talk  
by Staff [08.11.16]
Hey game designers, GDC officials are seeking great submissions of intriguing Design talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: Creating the slang of ChronoBlade's multiverse 1
by Gamasutra Community [08.11.16]
"Fictional languages, or conlangs have been a feature of many great works of worldbuilding. Canargy, a language I created for ChronoBlade serves as a how-to for creating an argot."
Console/PC, Design

How RimWorld fleshes out the Dwarf Fortress formula 4
by Cassidee Moser [08.11.16]
 "I was fascinated by how the player and game could work together to create a narrative in Dwarf Fortress. I wanted to push that even further, and do it in a way that's approachable."
Console/PC, Indie, Art, Design, Video

Don't Miss: 7 uses of procedural generation all devs should study 3
by Richard Moss [08.10.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design, Production

Robin Hunicke hopes her games 'encourage people to help one another'  
by Alex Wawro [08.10.16]
"We've been spending a lot of time thinking about mechanics & systems as an industry," the Funomena cofounder tells Eurogamer, adding that real-world troubles need "the counterbalance of playfulness."
Indie, Design

Attend VRDC and see how Double Fine reinvented Psychonauts for VR  
by Staff [08.10.16]
Come to VRDC and project lead Chad Dawson will talk about how the team designed and built a fresh experience from the ground up: the upcoming VR game Psychonauts in the Rhombus of Ruin!
VR, Design

No Man's Sky could 'fundamentally change' on PlayStation 4 Neo 3
by Chris Kerr [08.10.16]
No Man's Sky creator Sean Murray has said that a powerful console upgrade would let Hello Games "fundamentally change the experience."
Console/PC, Design

Design of portal-based locomotion in VR game Budget Cuts 3
by Gamasutra Community [08.10.16]
"Movement in VR is a tricky problem to solve, as nearly all traditional forms of movement will cause severe motion sickness. This is a look into the design process behind the locomotion system in our VR game Budget Cuts."
VR, Design

Catch these great talks at GDC Europe -- Online registration closes Wednesday!  
by Staff [08.10.16]
GDC Europe 2016  is kicking off next week in Cologne, Germany, and today organizers would like to quickly highlight more of the great expert sessions that will be taking place at the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC Europe

Blog: What makes Pokemon Go so popular? 4
by Gamasutra Community [08.09.16]
Freelance game designer David Mullich looks to understand the reasons behind Pokemon Go's meteoric success.
Smartphone/Tablet, Design