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June 26, 2016
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June 26, 2016
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Updates » Design
Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [06.08.16]
Rubberbanding and randomness can level competitive games' playing field, but they also cause problems. In this timeless 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Social/Online, Design

At GDC Europe, see how military theory can help you design better strategy games  
by Staff [06.08.16]
GDC Europe 2016 attendees will have the chance to attend a talk on "Strategy Game Design and the Operational Level of War" and learn how military theory can help you make better strategy games.
Smartphone/Tablet, Design, GDC Europe

Q&A: Designing the unique stealth-fighting game Chambara  
by Gamasutra Community [06.08.16]
Indie developer Esteban Fajardo talks about his approach to design on the fighting game Chambara, winner of the 2015 BAFTA "Ones to Watch" award.
Design

The rumors about the death of story mode are greatly exaggerated 17
by Bryant Francis [06.08.16]
A few years ago, game developers declared story modes dead--today, they're alive and well. We looked at some data and talked to developers to find out why.
Console/PC, Design, Production, Business/Marketing

Get a job: Insomniac Games is hiring a Designer  
by Staff [06.07.16]
Insomniac Games seeks an entry-level designer with experience in level editing tools, scripting, and 3D modeling to work on third-person action games for console and VR platforms.
Console/PC, Design, Recruitment

Video: How Crytek builds 3-dimensional UI for VR  
by Staff [06.07.16]
If you're working on a new VR experience, take a moment to learn from CryTrek how they've learned to build user interfaces within virtual reality.
VR, Programming, Art, Design, Production, Video

Don't Miss: Why They're Playing Persona 4: Golden 12
by Leigh Alexander [06.07.16]
Now that Persona 5's release date has been announced, revisit what made Persona 4 Golden so popular with JRPG fans in the United States.
Console/PC, Design

Blizzard's Jeff Kaplan offers a roadmap on Overwatch's future  
by Bryant Francis [06.07.16]
Overwatch game director Jeff Kaplan shares some insight on Overwatch's next few months, including a possible update for the "Play of the Game" system.
Console/PC, Programming, Design

Postmortem: Offworld Trading Company's Early Access campaign 7
by Soren Johnson [06.07.16]
Soren Johnson examines Offworld Trading Company's Early Access campaign. He notes what went right and what went wrong... and he also has a few suggestions for Steam.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Don't Miss: Why EA DICE made another bet on Mirror's Edge 9
by Kris Graft [06.06.16]
Last year, EA DICE general manager Patrick Bach laid out his thoughts on the risk and opportunity that come with making a game that lands outside of the Battlefield franchise.
Console/PC, Design, Business/Marketing

7 progression and event systems that every developer should study 1
by Bryant Francis [06.06.16]
We reached out to game developers and designers to talk about the growth of progression and retention systems in online games.
Console/PC, Design

Video: Game design and mind control in Superhot 1
by Staff [06.03.16]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned in to the "mind control" elements of the game's narrative to build a better game. 
Indie, Design, Production, Video, Vault

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [06.03.16]
In this classic feature, game developer Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games, adding his own new principle along the way. What principles would you add?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

This Week in Video Game Blogging: Moving forward  
by Gamasutra Community [06.03.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their Senior Curator Zoya Street on in-game progress and stumbling blocks.
Art, Design

The small team behind Dangerous Golf's huge destructionfests 4
by Jennifer Allen [06.03.16]
“We wanted to make a sports game and take the piss out of it,” explains Alex Ward of Three Fields Entertaianment. “It’s fun to see things break."
Console/PC, Indie, Programming, Art, Design, Video

Players use Alto's Adventure as coping mechanism, dev responds with 'Zen Mode' 2
by Alex Wawro [06.02.16]
Dev Snowman has updated its endless snowboarder with a new 'Zen Mode' that cuts scoring, power-ups, and even the UI so players can relax and snowboard an endless mountain without any distractions.
Smartphone/Tablet, Design

Maxis does away with gender boundaries in latest Sims 4 update 1
by Alex Wawro [06.02.16]
Developer EA Maxis has expanded the character creation options in The Sims 4 with an update that lifts gender restrictions on body types, voices, clothing and more.
Console/PC, Design

The haunting real-life disease that inspired Hyper Light Drifter 1
by Bryant Francis [06.02.16]
In an interview with The Guardian, Hyper Light Drifter creator Alex Preston shares the personal experiences that gave life to his recent game.
Console/PC, Indie, Design

Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Get a job: Blue Isle Studios is hiring a Level Designer  
by Staff [06.01.16]
Canadian indie venture Blue Isle Studios is looking to hire a skilled level designer versed in UE4 to work on a first-person multiplayer game alongside the team at its office in Toronto, Ontario.
Indie, Design, Recruitment