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May 26, 2016
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May 26, 2016
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Updates » Design
GDC Europe 2016 debuts Hitman, Daglow as first sessions  
by GDC Staff [05.11.16]
GDC Europe 2016 has announced first sessions, including a Hitman level design talk from Io Interactive & an inspirational talk from 45-year video game veteran Don Daglow.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Video: Designing UX in World of Tanks Blitz: What got us an App Store 'best game' award  
by Staff [05.10.16]
In this GDC Europe 2015 talk, Wargaming's Olga Kachalina shares the challenges of bringing real time action games from PC and consoles to touch screens without compromising or dumbing down the user experience.
Smartphone/Tablet, Design, Video, Vault

Health 101, with Professor Yoshi's Island 1
by Gamasutra Community [05.10.16]
"Don’t put things that heal on the direct path of the player instead put it slightly off the beaten path. Make them have to go exploring, or chase something down in order to earn that redemption."
Console/PC, Design

The challenge of developing for community: A World of Warcraft dev explains 1
by Christian Nutt [05.09.16]
A new post by Blizzard developer Ion Hazzikostas does a great job of explaining exactly what it means to cater to a huge, diverse audience of players with a game like World of Warcraft.
Console/PC, Social/Online, Design, Business/Marketing

Get a job: Aardman Animations is looking for a Creative Director  
by Staff [05.09.16]
"We’re looking for an exceptional person with mind-warping ideas. You’ll likely be into telling stories, playing games, and making kids giggle."
VR, Smartphone/Tablet, Design, Production

Video: Creating an active cinematic experience in Uncharted 2  
by Staff [05.09.16]
This 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley, the pair explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
Console/PC, Art, Design, Video, Vault

The future of the action RPG, according to Diablo designer Stieg Hedlund 27
by Gamasutra Community [05.09.16]
Diablo and Diablo II designer Stieg Hedlund: "Recent conversations with colleagues caused me to contemplate where this category is headed and in doing so, where it has been."
Console/PC, Design

Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design

Devs Answer: What are your favorite emergent social interactions in games? 2
by Bryant Francis [05.06.16]
Dark Souls 3 is reminding us how players can reinvent multiplayer mechanics to suit their own unconventional ends. We polled game developers for their favorite multiplayer social interactions
Console/PC, Design

Video: Understanding the technique behind Spelunky's level design  
by Christian Nutt [05.06.16]
Want to understand why Spelunky's procedurally generated levels are so compelling and playable? This video breaks down exactly how Derek Yu got the game so good.
Console/PC, Indie, Programming, Design, Video

Don't Miss: What DICE has learned from building Battlefields 4
by Christian Nutt [05.06.16]
In this classic 2012 chat, DICE's Karl Magnus Troedsson speaks about what the team has learned over the years of creating the successful Battlefield franchise -- and how that applies to other devs.
Console/PC, Design

Watch devs Clint Hocking and Mathieu Bérubé play and analyze Splinter Cell: Chaos Theory  
by Alex Wawro [05.06.16]
Inspired by the Panama Papers leak, Clint Hocking and Ubisoft Toronto compatriot Mathieu Bérubé play through (and discuss their work on) the "Panama Bank" level of Splinter Cell: Chaos Theory.
Console/PC, Design, Video

Hero Shooters: Charting the (re)birth of a genre 15
by Alex Wawro [05.06.16]
What's given rise to this year's slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production

Get a job: Be a Project Design Director at Schell Games  
by Staff [05.05.16]
I Expect You To Die studio Schell Games is looking for an experienced designer to take a lead role directing others in a variety of projects at its studio in Pittsburgh, Pennsylvania.
Smartphone/Tablet, Design, Recruitment

Video: One hour, five concentrated shots of VR game design advice  
by Staff [05.05.16]
At VRDC 2016, five VR experts from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical.
VR, Audio, Design, Production, Video, Vault

Brainstorming in 5 easy steps: The story of a new game character 3
by Gamasutra Community [05.05.16]
"This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process."
Indie, Design, Production

Trion drops F2P model for Atlas Reactor, says it would make the game 'less fun' 1
by Alex Wawro [05.05.16]
Trion Worlds has decided to drop the free-to-play payment scheme it was planning to employ for its online competitive game Atlas Reactor due to player feedback during the game's ongoing beta testing.
Social/Online, Design

Showcase your design skills with GameCareerGuide's Game Design Challenge  
by Staff [05.05.16]
Our sister site, aimed at students and beginning developers, has a challenge every three weeks -- and if you fit the bill, you can enter and offer your own take.
Console/PC, Design

Designing disjointed VR puzzles  
by Gamasutra Community [05.05.16]
"We set out to explore a realm of game design we hadn't seen done before -- disjointed, 2-player puzzles in VR. In our game Shackle, players find themselves back to back in a haunted room, divided by darkness."
VR, Indie, Design

PAX Indies: Women detectives, crazy cockpits and a lost moon 1
by Katherine Cross [05.05.16]
Gamasutra visited the PAX East Indie MegaBooth, and brings you tidings of Thimbleweed Park, Objects In Space, Moon Hunters, Tumblestone, and more.
Console/PC, Indie, Design, Business/Marketing