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May 26, 2016
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May 26, 2016
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Updates » Design
Don't miss: How Naughty Dog made Uncharted: Drake's Fortune 6
by Chris Kerr [05.05.16]
With Naughty Dog preparing to bring Nathan Drake's story to a close, find out how his journey began in Richard Lemarchand and Neil Druckmann's classic postmortem.
Console/PC, Design, Production

Understand the impact of your game design with puzzle dependency graphs 6
by Gamasutra Community [05.05.16]
"An analytical technique which can be used to gain insights into the size, structure and complexity of a game. It helps visualize non-linear branching in the puzzle structure which can be key for tuning difficulty and pacing."
Console/PC, Design

Don't Miss: Replicating Star Wars' iconic look and sound in Battlefront 5
by Chris Kerr [05.04.16]
"Film & games donít always play nice with each other," EA DICE's Niklas Fegraeus told Gamasutra. "Games require balance & fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Get a job: Be a Creative Director at Nix Hydra  
by Staff [05.04.16]
The studio responsible for Egg Baby is looking to hire an experienced game designer to take a lead role on the creative team in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik FŚhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Applying old-school sports game design to a modern multiplayer game 2
by Konstantinos Dimopoulos [05.04.16]
OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game."
Indie, Design, Production, Video

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Console/PC, Indie, Design

Distributed narrative collectables: Story through play  
by Gamasutra Community [05.04.16]
"I like to think that every element in a game is always looking to find more and more reasons to exist. Thereís a fight for legitimacy of sorts." The same goes for its narrative.
Console/PC, Design

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video

A quick video history of the Dark Souls franchise and Hidetaka Miyazaki's work 1
by Christian Nutt [05.03.16]
One of the most influential and beloved console franchises of the past decade has reached its final installment; this video breaks down the work of creator Hidetaka Miyazaki, who shepherded it.
Console/PC, Design, Video

The origins of Fire Emblem, shared in a classic interview with its creator  
by Alex Wawro [05.03.16]
"I call it 'roleplaying simulation.'†Itís a new genre," Fire Emblem's Shouzou Kaga said in a recently-translated 1990 chat. "I wanted to create a game where the player could get more emotionally invested."
Console/PC, Design

Don't Miss: Harvey Smith and Raphael Colantonio on creating Dishonored 8
by Christian Nutt [05.03.16]
With work on the sequel continuing apace, take a minute to look back at this classic interview with the creative team behind Dishonored and learn about where (and why) the game's design took shape.
Console/PC, Art, Design, Production

The past, present, and future of FMV in games 6
by Gamasutra Community [05.03.16]
From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future.
Console/PC, Indie, Design

Ammo systems and BioShock 3
by Gamasutra Community [05.03.16]
"The more I use it the more comfortable I get with it, and thus the more I use it. This increasing preference-for/reliance-on a single gun poses a couple problems from a game design standpoint."
Console/PC, Design

The pros and cons of procedural generation in Overland 2
by Joel Couture [05.03.16]
"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman.
Indie, Design, Video

Video: 20 lessons learned from 20 years of making Magic: The Gathering 1
by Staff [05.02.16]
"Not a lot of people design the same game for twenty years," said venerable Magic: The Gathering head designer Mark Rosewater in his GDC 2016 game design talk.†"Not a lot of games last twenty years."
Social/Online, Design, Video, Vault

Blog: Consequences in games 6
by Gamasutra Community [05.02.16]
"Consequences are a form of constraints, and contemporary players do not like constraints. They want to do whatever they want to do, as though they were on a playground or playing with toys."
Console/PC, Smartphone/Tablet, Design

Blog: Unexpected narrative in games  
by Gamasutra Community [05.02.16]
"Metroid isn't the only game to use this type of storytelling. Journey, Ico, Sword & Sworcery, and others tell their stories with very little text or cinematic sequences."
Console/PC, Design

Patrice Desilets: 30 words on creativity, plus a peek at 1666  
by Brandon Sheffield [05.02.16]
In his talk at the Reboot Develop conference, Patrice Desilets discussed 30 words that he associates with creativity...and showed off some in-engine footage of his game 1666: Amsterdam
Console/PC, Design

Dishonored, and tactile interface metaphors  
by Gamasutra Community [05.02.16]
"The consistent and weighted emphasis of the moral dichotomy of player choice in Dishonored becomes only reinforced, as our bodily interactions with the controller approach our assumptions of how we might expect the actions to feel."
Console/PC, Design