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April 30, 2016
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April 30, 2016
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Updates » Design
Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Dev makes VR more immersive by sticking Vive wand down pants 8
by Alex Wawro [04.18.16]
Developer Ryan Sullivan has prototyped a RIPMotion mechanic†in Unity†that allows HTC Vive owners to strap a controller to their waist and move through environments by jogging in place.
VR, Programming, Design, Video

The math of Clash Royale 5
by Gamasutra Community [04.18.16]
"Clash Royale's combat theory is quite deep, so for now I'll only focus on a few strategic questions and try to provide answers using the power of MATH."
Smartphone/Tablet, Design

Insomniac doubles down on VR, announces two Oculus-exclusive titles  
by Kris Graft [04.18.16]
We speak with Insomniac Games' Ted Price and Oculus' Jason Rubin about the decision to build platform exclusivity for VR, and what's next in developing virtual reality games.
VR, Design, Production

How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016,†Psyonix design director Corey Davis stepped up to the stage to share†examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault

Porting a game to the real world with Real Escape/Zero Escape  
by Kris Graft [04.15.16]
What are some of the principles of Escape Room design, and how do they overlap with video game design? We checked in with the makers of the Zero Escape puzzle room in Los Angeles to find out.
Console/PC, Design, Production

Player profiling in practice 1
by Gamasutra Community [04.15.16]
"While player modeling has been the subject of research for quite some time and has seen its use in games, player profiling is relatively new and many of its uses are still being explored."
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

This Week in Video Game Blogging: Getting closer  
by Critical Distance [04.15.16]
Games are often about traversal, metaphorically or literally. Many mechanics are, at their core, about closing the gap between self and other, between the familiar and the unfamiliar, and critical writing on games often walks the same ground.
Console/PC, Smartphone/Tablet, Indie, Design

The story behind NetHack's long-awaited update--the first since 2003  
by John Bridgman [04.15.16]
Meet the team behind the 3.6.0 update of the venerable NetHack--the first update since 2003. Some are former fans. Others have been involved with the game since it first debuted in the summer of 1987.
Indie, Programming, Design, Production, History

Don't Miss: The strange, unresolved conflict of Animal Crossing 7
by Ian Bogost [04.14.16]
In this classic piece, game designer Ian Bogost turns a critical eye on the design of Nintendo's popular Animal Crossing franchise and its unresolved conflict between consumption and naturalism.
Console/PC, Design

What it means to grow up under the influence of Minecraft 2
by Alex Wawro [04.14.16]
"They think theyíre just playing a game, but they have to solve some of the hardest problems facing humanity," a social scientist told the New York Times.†"They have to solve the tragedy of the commons."
Console/PC, Social/Online, Indie, Design

Registration is now open for GDC Europe 2016!  
by Staff [04.14.16]
Game makers, take note: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 15th and 16th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Rust dev Garry Newman defends game's randomly assigned race and gender 18
by Christian Nutt [04.13.16]
"Ultimately the decision comes down to gameplay. We donít believe that letting you choose your race and gender would improve the game." - Rust dev Garry Newman
Console/PC, Indie, Design, Production

Don't Miss: Understanding the appeal of Dark Souls 28
by Christian Nutt [04.13.16]
In this classic feature, we reflect on what sets the franchise apart -- and, ahead of Dark Souls II, spoke to Namco Bandai to find out how the publisher's approach led to Dark Souls' success.
Console/PC, Design

Video: The psychology of doing VR game design right  
by Staff [04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR, Art, Audio, Design, Video, Vault

The practical challenges of designing a political game about Africa  
by Alex Wawro [04.13.16]
"We are very conscious of the fact that itís basically two middle class white guys, neither of which have been to Africa, making a game about Africa," Democracy 3: Africa dev Cliff Harris told Zam.
Console/PC, Indie, Design

Shedding light in the dark tunnel of game innovation  
by Gamasutra Community [04.13.16]
"If we look to games that have done something new, at the system level, we can draw lessons that help us approach this difficult challenge. Following is a rubric of four questions that can provide a framework for creating new games."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design