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April 29, 2017
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Updates » Design
Chat with the ex-BioShock developers behind Perception at 3PM EDT  
by Bryant Francis [04.14.17]
If you appreciated our previous chat with BioShock level designer Bill Gardner, you should join him and Amanda Gardner at 3PM EDT to talk about their new horror game Perception.
Console/PC, Design, Video

Video: Designing the non-linear narratives in Horizon: Zero Dawn  
by Staff [04.13.17]
At GDC 2017, Guerrilla Games' Leszek Szczepanski (a former pro Dungeon Master) explains how the studio crafted an engaging, player-driven narrative for its 2017 hit Horizon: Zero Dawn.
Console/PC, Design, Video, Vault

Blog: Analyzing the level design of Dead Man's Trail  
by Gamasutra Community [04.13.17]
This article describes several architectural design concepts for use in level design, including how to invite players to explore and how to balance difficulty.
Design

Get a job: WRKSHP is hiring an UI/UX Designer  
by Staff [04.13.17]
WRKSHP is looking for an UI/UX Designer to craft visual design elements for mobile games as a member of its team either remotely or in San Francisco, California.
Smartphone/Tablet, Design, Recruitment

Don't Miss: The undying allure of the Metroidvania 18
by Staff [04.13.17]
Take a look back at this 2015 conversation with several developers about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Design

Chat with one of the minds behind The Signal from Tolva at 3PM EDT  
by Bryant Francis [04.13.17]
If you enjoy hunting robots and exploring weird alien architecture, come play The Signal from Tolva with us today at 3PM EDT.
Console/PC, Design, Video

Blog: Choosing a better color palette for your game 1
by Gamasutra Community [04.13.17]
When used properly, color sets the tone of a game, tells you where you are, and where you need to go. But knowing where to start when creating a color palette can be difficult.
Design

Blog: Creating a game that appeals to Youtubers 4
by Gamasutra Community [04.13.17]
A blog post detailing our experiences as we attempted to create a game that would appeal directly to Youtubers.
Design, Production

Game Design Deep Dive: VR cockpit audio in Gunjack 2: End of Shift  
by Alex Riviere [04.13.17]
"A great deal of realistic audio is incorporated in the player�s cockpit; various alarms, diverse weapon sounds, dialogues, cockpit physical audio representation, and enemy fire impacts on the turret."
VR, Smartphone/Tablet, Audio, Design, Video, Deep Dive

What do developers think about Persona 5?  
by Bryant Francis [04.12.17]
What do game developers think about Persona 5? We grabbed a couple talented developers who've been longtime fans of the series to find out.
Console/PC, Design, Video

Gamasutra reacts to the Project Scorpio dev kit 2
by Bryant Francis [04.12.17]
Now that the dust has cleared, what does the Gamasutra team think about Microsoft's Project Scorpio? We opined at length over on Twitch.
Console/PC, Design, Video

Get a job: Pixelberry Studios is hiring a Senior UX/UI Designer  
by Staff [04.12.17]
Pixelberry Studios is looking for a UX/UI Designer to work on UX flows, wireframes, and conceptual design for its mobile game Choices: Stories You Play.
Smartphone/Tablet, Design, Recruitment

Blog: The contradictory experience of For Honor's Faction War 2
by Gamasutra Community [04.12.17]
I explore the inconsistencies between theme and mechanics in For Honor's Faction War mode and put forward possible solutions.
Console/PC, Design

We're asking developers what they think about Persona 5 at 2PM EDT  
by Bryant Francis [04.12.17]
What do game developers love about Persona 5? We're finding out today at 2PM EDT with a livestream of the game.
Console/PC, Design, Video

Slow Game Jam aims to fuel creativity by canning crunch
by Chris Kerr [04.12.17]
"The jam was anti-crunch, asking jammers to relax and allow themselves to be playful and creative. To begin, we asked them to imagine they were musicians in a living-room, jamming a tune together."
Programming, Design, Production

Chat with us about the latest details on Project Scorpio at 12PM EDT  
by Bryant Francis [04.12.17]
Got opinions about how Project Scorpio will impact game development? Share them with us as we go live to talk about Project Scorpio at 12PM EDT.
Console/PC, Design, Video

Blog: It all starts with pens, papers and scissors
by Gamasutra Community [04.12.17]
Here is a brief presentation of how we are prototyping the gameplay and the graphical part of our current game, Swim Out.
Design, Production

Inside the next Xbox: Project Scorpio and its brand-new dev kit Exclusive 7
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Crafting Drawn to Death's deliberately 'bad' hand drawn art style 1
by Alan Bradley [04.12.17]
“The game was envisioned as a hand drawn shooter. As gameplay and weapons evolved, so did our idea of the artist -- a high school kid who was extremely creative, but not terribly skilled artistically."
Console/PC, Art, Design, Video

Don't Miss: Yooka-Laylee devs break down how game design has changed since the N64 era 1
by Staff [04.11.17]
Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era.
Console/PC, Indie, Programming, Art, Audio, Design, Production