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November 28, 2015
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November 28, 2015
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Updates » Design
Accepting user feedback: An outsider's view 6
by Gamasutra Community [11.16.15]
"While a writer might have 1-2 rounds of beta reading, and perhaps 3 in editing, it is not out of the question for a game to have significantly more rounds of testing. And then the creators make changes. Itís incredible."
Console/PC, Indie, Design

Blog: A game is worth 1,000 (spoken) words  
by Gamasutra Community [11.16.15]
"While a picture might be worth a thousand words, I have a feeling that a thousand words spoken by the right person -- someone who possesses the talent and training to properly deliver a line -- is worth even more."
Indie, Audio, Design, Production

Classic Postmortem: The making of Half-Life 2 GDMag Exclusive 5
by Brian Jacobson & David Speyer [11.16.15]
Half-Life 2 was released 11 years ago today. This postmortem from Game Developer magazine outlines Valve's decentralized design process.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Blog: Progression is the new victory 7
by Gamasutra Community [11.16.15]
"Some games are only fun while youíre making progress. Actually itís more than that - making progress probably is why they were enjoyable to begin with."
Console/PC, Smartphone/Tablet, Indie, Design

How 2 Torchlight devs used new tricks to build an old-school space game 1
by Alex Wawro [11.16.15]
How veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Don't Miss: Nintendo's Aonuma deconstructs the evolution of Zelda 10
by Staff [11.13.15]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this classic GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Modifying the MDA framework to work with narrative design 3
by Gamasutra Community [11.13.15]
"I realized there is currently no way to implement narrative design structures into MDA, and for that reason alone I believe itís time to update the MDA framework ... it is not the optimal tool it could be."
Console/PC, Design

Game designers: Learn to program 30
by Gamasutra Community [11.13.15]
"What I do know is that game designers like myself, who care about producing new, interesting, deep systems of interactivity, just really need to learn to code. You can't be relying on others."
Console/PC, Indie, Programming, Design

Don't miss: Conflicting views - Designing multiplayer in children's games 9
by Stephan Frost [11.12.15]
WayForward designer Stephan Frost combines experience and literature to delineate two schools of thought on how children's games handle multiplayer, and on approaching a young audience for testing and implementation of design ideas.
Console/PC, Smartphone/Tablet, Design

Get a job: Be a Unity Developer for Vrse  
by Staff [11.12.15]
If you have Unity experience and are "passionate about revolutionizing storytelling through virtual reality," then LA-based startup Vrse would like to talk to you about a potential job opening.
Console/PC, Design, Recruitment

The Train Jam game jam rides again in 2016  
by Alex Wawro [11.12.15]
Developers who want to ride the rails from Chicago to California in time to attend GDC 2016 in San Francisco and make a game along the way can sign up today to do so in the 3rd annual Train Jam game jam.
Indie, Design

Get fresh design inspiration from classic TRS-80 games at GDC 2016 1
by Staff [11.12.15]
As GDC 2016 approaches, organizers announce two new talks: one on drawing history from TRS-80 games, the other on the graphics tech of Rainbow Six Siege.
Console/PC, Programming, Design, GDC

Talking simulators 5
by Gamasutra Community [11.12.15]
"The problem with dialogue system components in RPGs tends to be that they're components in RPGs. When carelessly implemented, they end up undermining the greater design goal of naturalistic and compelling player choice."
Console/PC, Design

An indie-style experiment at a AAA studio: Insomniac's Slow Down, Bull  
by Lisa Brown [11.12.15]
This postmortem, written by current indie and former triple-A dev Lisa Brown tells the story of the development of Insomniac's Slow Down, Bull -- an indie-style small game made by a big, well-known developer.
Console/PC, Design, Production, Business/Marketing, Video

Mix, match, Mario Maker  
by Christian Nutt [11.11.15]
"We really wanted to create a type of play that would be memorable and that would have kind of a lasting impact on people. And I think those stranger elements are one of the ways to do that."
Console/PC, Design

Get a job: The Walt Disney Company seeks a Game Designer 1
by Staff [11.11.15]
Disney Consumer Products & Interactive Media is looking for a standout Game Designer who has applicable experience in the areas of platform, mobile, toy or VR/AR design to make games in Glendale, CA.
Smartphone/Tablet, Design, Recruitment

Eyefluence nets $14M to keep making tech that tracks eyes as VR/AR input  
by Alex Wawro [11.11.15]
Investors have poured $14 million more into California-based tech startup Eyefluence as it continues to develop decent eye-tracking tech that can be used to control VR/AR games and experiences.
VR, Design

Don't Miss: Rhianna Pratchett on writing the rebooted Tomb Raider 27
by Christian Nutt [11.11.15]
In this classic feature, writer Rhianna Pratchett deconstructs what it takes to reimagine Lara Croft -- and beyond that, what will it take to make writing a celebrated part of the game dev process.
Console/PC, Design

How Monarch redefines what winning means in strategy games 4
by Bryant Francis [11.11.15]
'We rarely consider how being highly cultured is a strategy for maintaining power. When leaders are having cocktail parties with influential people, thereís work being done.'
Indie, Serious, Art, Design

Fright Lessons: Creating a nemesis in The Coma: Cutting Class  
by Joel Couture [11.11.15]
'I put my biggest fear into the game. I'm not scared of ghosts or fictional creatures. I'm frightened by my fellow humans. They're the scariest creatures alive.'
Indie, Design, Production, Video