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July 26, 2016
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July 26, 2016
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Updates » Design
Blog: Board games, video games, and accessibility design  
by Gamasutra Community [07.07.16]
Board games are almost unique in the myriad ways in which their design creates interesting subtleties of inaccessibility. How does that relate to video games?

A developer's journey to create 100 games in five years 10
by Joel Couture [07.07.16]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

Hit the road with the latest Game Career Guide design challenge  
by Staff [07.06.16]
Summer's here, and now's the chance to flex your game design muscles with inspiration from your favorite summer road trips.
Indie, Design, Student/Education

Get a job: Be a Lead Level Designer at Double Fine Productions  
by Staff [07.06.16]
The studio responsible for games like Psychonauts is looking for an experienced level designer to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Design, Recruitment

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production

Reminder: Submit your VRDC talk proposals by Friday!  
by Staff [07.06.16]
Heads up: The call for submissions to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conference ends this Friday, July 8th at 11:59 PM Pacific.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

16 of Gamasutra's best articles over the last quarter  
by Gamasutra Community [07.06.16]
Hey readers! I’m back with another quarterly roundup of Gamasutra articles over the past quarter (April-June), as I continue my heroic efforts to excavate the best recently-published work.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

No text, no tutorial: Learn to design intuitive VR games at GDC Europe  
by Staff [07.06.16]
At GDC Europe Kayla Kinnunen, game director at Roadhouse Interactive, will be leading a smart session on how to best design humane, intuitive virtual- and augmented-reality experiences.
VR, Design, GDC Europe

Blog: The power fantasy of Doom 1
by Gamasutra Community [07.06.16]
A look at how the latest Doom created an effective power fantasy that controlled the mood of the story.

Blog: Dealing with ghosting on Gear VR 3
by Gamasutra Community [07.06.16]
Rococo VR was the first technical art demo that Black River Studios had created to start exploring VR. But the black and white art style led to a legibility challenge.
VR, Design

Don't Miss: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [07.05.16]
In this timeless feature we catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a lovely strategy game that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Design, Production

Body Talk: Why the sexy dialogue in VA-11 HALL-A goes tits up 4
by Katherine Cross [07.05.16]
Sukeban Games’ VA-11 HALL-A is my favorite game so far this year, but it's worth examining how it fails to authentically capture how women talk to one another about their bodies.
Indie, Design

This Week in Video Game Blogging: Innovative Storytelling  
by Gamasutra Community [07.05.16]
Critical Distance brings us picks from Senior Curator Zoya Street on how you can dust off the dried-out tropes and fascinate your players with new narrative experiences.

TIGA implores UK government to protect EU migrants, warns of damage to games industry 6
by Chris Kerr [07.05.16]
In the wake of the UK's decision to leave the European Union, trade body TIGA says it's imperative that the existing rights of EU citizens working in the UK are protected.
Design, Production, Business/Marketing

The ethical decisions and factional politics of Stellaris 1
by Alan Bradley [07.05.16]
Lead designer Henrik Fahraeus explains how Paradox Interactive's Stellaris combines the tropes of grand space opera with the dilemmas and political skullduggery of the studio's historical games.
Console/PC, Design, Video

Q&A: From game jam project to Super SteamPuff  
by Jeremy Ooi [07.04.16]
We got a chance to talk with team from Weyrdworks Studio about their iOS game, and the Kuala Lumpur indie scene.
Smartphone/Tablet, Indie, Art, Design, Video

VR experiences are best when they're brief, says Sony boss 3
by Alex Wawro [07.01.16]
With PlayStation VR soon to debut, Sony chief Andrew House cautions investors that the current state of VR tech is best suited to short, simple experiences -- not full AAA-length games.
VR, Design

Video: Videoball and video games' superiority over sports 1
by Staff [07.01.16]
Videoball designer Tim Rogers takes the stage at GDC 2016 to lead attendees on a tour through various frustrating thought-experiments one might encounter on the quest to triangulate The Perfect Sport.
Social/Online, Indie, Design, Video, Vault

Don't Miss: 6 ways Street Fighter V tries to reinvent the franchise 9
by Patrick Miller [07.01.16]
With Street Fighter V Capcom seems to want to turn its venerable franchise into a tentpole eSport that could stand alongside League of Legends. How well does it do with this new direction?
Console/PC, Design

At GDC Europe, learn to make MMORPG tradeskills fun and profitable  
by Staff [07.01.16]
Daybreak Games' Emily Tayalor will speak at GDC Europe 2016 in August about how tradeskills (think crafting, buying and selling) strengthen your game's community and retention, and ultimately profit.
Social/Online, Design, GDC Europe