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December 9, 2016
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Updates » Design
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.

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

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Gamasutra Staff [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Studying gameplay progression in endless runners  
by Gamasutra Community [11.25.16]
This blog post reviews some design considerations I made while studying popular runners games. The gameplay progression is deconstructed into a flowchart to highlight the importance of different elements.
Smartphone/Tablet, Design

Blog: Generating the world of Sunless Skies 3
by Gamasutra Community [11.25.16]
Sunless Skies presents an opportunity to refine the world-generating formula we created in Sunless Sea to make sure the sequel improves upon the first game.
Console/PC, Programming, Design

Q&A: Ocelot Society on building Event[0] around an AI chatbot 3
by Thomas Faust [11.25.16]
"The game was supposed to be survival horror. We iterated on it, and after playtesting, it became apparent that we should just focus on our core chatbot mechanic and build everything else around that."
Console/PC, Indie, Programming, Design

Blog: Implementing procedural space in Moon Hunters  
by Gamasutra Community [11.24.16]
Do procedural generators have to stay behind the scenes in a game design, or can they break free and have meaning within a game? Let's look at Kitfox Game's Moon Hunters to find out.
Programming, Design

Come to GDC 2017 and learn to craft better sex scenes in games 3
by Staff [11.24.16]
At GDC 2017, narrative designer Michelle Clough will explore challenges that come with crafting believable, meaningful sex scenes in games. It promises to be a great talk, so don't miss it!
Console/PC, Indie, Design, GDC

Blog: How social connections affect player performance 6
by Gamasutra Community [11.24.16]
Social connections are important to the experience of many online games. In Destiny´s PvP hub The Crucible, strong social connections also appear to be important for player performance.
Console/PC, Design

Blog: How games can undermine emotional stakes 9
by Gamasutra Community [11.24.16]
In this article, game writer Sande Chen discusses how the nature of video game playing undermines the emotional stakes in linear storytelling.

Get a job: Sony is hiring a UI/UX Designer  
by Staff [11.23.16]
Sony Bend, the studio best known for working on Days Gone and Uncharted: Golden Abyss, seeks a talented user experience designer to work on games alongside the team at its Bend, Oregon HQ.
Console/PC, Art, Design, Recruitment

Don't Miss: The unending clash between story and violence in games 49
by Simon Parkin [11.23.16]
In this timeless feature, writer Simon Parkin explores why game writers craft sophisticated narratives when they're often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC, Indie, Design

How Harvest Moon's creator aims to evoke emotions in players 2
by Alissa McAloon [11.23.16]
The creator of Harvest Moon explains how his new game, Birthdays the Beginning, was inspired by both Japanese stories and Western developed world-creation games.
Console/PC, Design

Come play Moon Hunters with lead designer Tanya Short today at 3PM EST  
by Bryant Francis [11.23.16]
If you want to learn how to make procedurally generated myths, join us today at 3PM EST for a stream of Moon Hunters with lead designer Tanya Short.
Console/PC, Design, Business/Marketing, Video

Blog: A systemic approach to game design  
by Gamasutra Community [11.23.16]
Some people think in terms of narrative, some in terms of atmosphere, some in terms of emotions. I think in terms of systems. Maybe I'm a robot?
Design, Production

Appealing to kids as well as longtime fans in World of Final Fantasy 1
by Alan Bradley [11.23.16]
World of Final Fantasy director Hiroki Chiba discusses how his whimsical spin on the venerable RPG franchise tries to attract a new, younger audience while simultaneously rewarding longtime fans.
Console/PC, Art, Design, Video

The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [11.23.16]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Tracing the evolution of game writing, from System Shock to Tacoma  
by Alex Wawro [11.22.16]
"'We have no idea how to do a believable conversation in a game,'" recalls System Shock dev Warren Spector. "That was when the decision was made to kill everybody on Citadel Station."
Console/PC, Indie, Design

Don't Miss: How Telltale designs narrative-driven games  
by Staff [11.22.16]
At GDC 2015 a panel of Telltale writers and designers (moderated by writer Tom Bissell) discuss what they've learned about storytelling in games from years of designing narrative-driven adventures.
Console/PC, Smartphone/Tablet, Design

Chris Taylor has left Wargaming to start an indie studio 2
by Alissa McAloon [11.22.16]
The game development veteran known for his innovations in the RTS genre is leaving triple-A games behind as he sets his sights on indie development.
Console/PC, Indie, Design