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Chat with the developer behind FMV game Dr. Dekker at 3PM EDT  
by Bryant Francis [06.16.17]
We're playing The Infectious Madness of Dr. Dekker with developer Tim Cowles, and discussing the making of FMV games.
Console/PC, Design, Video

Blog: Why you must learn to accept failure 4
by Gamasutra Community [06.16.17]
Failure sure does suck, but somebody has to do it. Why not you? Read this and accept your failures.
Design

CCP brings color-blind support to EVE Online  
by Chris Kerr [06.16.17]
The announcement was made on the EVE Community forums earlier this year, but after a bit of tweaking the feature is being rolled out in beta form
Console/PC, Design

Q&A: Making sense of the Xbox One X - an interview with Mike Ybarra 1
by Kris Graft [06.16.17]
Mike Ybarra, Microsoft's corporate VP for Xbox and the Windows game platform, talked to Gamasutra about developing for (and porting to) the upgraded Xbox One X, as well as future plans for Windows 10.
Console/PC, Design, Production, Business/Marketing, E3

Detroit dev David Cage: 'I don't want the game to have something to say' 1
by Alex Wawro [06.15.17]
Cage's comments about the game are especially interesting given that Detroit appears to be a narrative-driven game set in Detroit that touches on a lot of politically-charged themes.
Console/PC, Design

Video: Veteran game dev Chris Crawford's famous 'Dragon Speech' 1
by Staff [06.15.17]
Watch this seminal speech from the 1992 CGDC which sees Crawford charge out of the room (and out of the commercial game industry, really) in pursuit of the "dragon" of truth, beauty, and art in games.
Console/PC, Indie, Serious, Design, Video, Vault

Mad hatter: Super Mario Odyssey producer explains possession mechanic  
by Chris Kerr [06.15.17]
"When we wanted to create Mario games this time around we wanted to focus on the actions Mario can do and in previous Mario games he was able to get power-ups and new abilities."
Console/PC, Design, E3

Game Design Deep Dive: Creating the striking pixel art of Crawl 4
by Barney Cumming [06.15.17]
"Seeing such modern high-fidelity animation applied to such low-resolution art was a pretty bold look to my eye, and not one I’d seen anywhere else."- Barney Cumming, artist on Powerhoof's Crawl
Console/PC, Indie, Art, Design, Video, Deep Dive

Xbox's revamped avatars are 'built with inclusivity absolutely in mind'  
by Alex Wawro [06.14.17]
"Our new avatars are built with inclusivity absolutely in mind," said Microsoft's Kathryn Storm at E3 today. "We want people to feel like we have endless options to really reflect who they are."
Console/PC, Social/Online, Design, Video, E3

Video: Deconstructing the psychology of rewards in game design  
by Staff [06.14.17]
At GDC 2017, Epic Games' Ben Lewis-Evans dispels the "neuromyths" around dopamine and offers devs a deep dive into the psychology behind reward systems in game design.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Get a job: Hi-Rez Studios is hiring a UI/UX designer  
by Staff [06.14.17]
Hi-Rez Studios is looking for an experienced UI/UX Designer with high levels of creative energy and a passion for creating amazing artwork
Design

The risks and rewards of developing indie games with unusual controls  
by Alissa McAloon [06.14.17]
"It's up to the indie developers to try something new, even though it won't pay off most of the time."
Indie, Design

BAFTA reveals finalists for the Young Game Designers Awards  
by Alissa McAloon [06.14.17]
The Young Game Designers Awards is an award ceremony that seeks to encourage and honor aspiring game developers, specifically those between the ages of 10 and 18.
Design

Don't Miss: How devs deal with 4 problem areas in VR game design 2
by Staff [06.14.17]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
VR, Console/PC, Indie, Art, Design, Production

Attend VRDC Fall 2017 and get expert advice on making better VR spaces  
by Staff [06.14.17]
Come to VRDC Fall 2017 in San Francisco this September and get expert insight into everything from the art of making VR games feel bigger (through redirected walking) to the science of social VR.
VR, Design, VRDC

Blog: A look at combat phases in RTS games 1
by Gamasutra Community [06.14.17]
While the concept of phases is not new to gaming, it's not something seen in many strategy games. I take a look at the pros and cons of phase and escalation systems in RTS titles.
Design

Blog: Replicating motion using controller layouts  
by Gamasutra Community [06.14.17]
I discuss how controller layouts can help replicate the movement of actual motion, helping to increase immersion for your game.
Console/PC, Design

7 examples of accessibility design that developers should study 4
by Rich Moss [06.14.17]
The more accessible a game is, the larger its potential audience and the happier its players.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Have a look at the game that became Puyo Puyo  
by Alex Wawro [06.13.17]
The games in question -- Dominon and Dominon X -- are reportedly early versions of Puyo Puyo, the mega-popular Japanese puzzle game franchise.
Console/PC, Design, History

Don't Miss: Metroid and beyond - Decision modeling for complex game maps 3
by Gamasutra Community [06.13.17]
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game.
Console/PC, Design