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July 23, 2016
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July 23, 2016
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Updates » Design
Remastered Bioshock collection to include never-before-seen director's commentary  
by Chris Kerr [06.30.16]
2K has confirmed it'll be releasing a remastered BioShock collection later this year on PC, PS4, and Xbox One. 
Console/PC, Design, Production

The Golden Circle: A different perspective on game design 11
by Gamasutra Community [06.30.16]
Gearbox Studio Québec senior designer Maxime Babin examines the business concept of "The Golden Circle," and relates that back to how game designers design games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Teamwork reigns in these Game Career Guide Game Design Challenge results  
by Staff [06.29.16]
If you're enjoying Overwatch, see what other team-based gameplay designs the readers of GameCareerGuide have come up with!
Indie, Design, Student/Education

Blog: Examining gating in game design 5
by Gamasutra Community [06.29.16]
"A common mistake I see a lot of indie developers make is not understanding how to gate their game design."
Design

Don't Miss: Reflections on the afterimage of Final Fantasy VII 14
by Christian Nutt [06.29.16]
In this timeless feature, Christian Nutt plays the 1997 original and considers what lessons the nearly 20-year old game, soon to be remade for its anniversary, holds for the game developers of today.
Console/PC, Programming, Art, Audio, Design, Production

Video: Historians discuss Call of Duty: Black Ops 3
by Gamasutra Community [06.29.16]
Historians Bob Whitaker, Christopher Dietrich, and Joseph Parrot discuss Call of Duty Black Ops 1 and 2. Topics include the Cold War, the CIA, Black Ops lawsuits, and secret operations.
Console/PC, Design, History

Insomniac gets personal with undersea game Song of the Deep  
by Joel Couture [06.29.16]
"I wanted the hero of this game, Merryn, to be something different. I wanted her to show that you didn’t need to be either sexy or badass to be a hero."
Console/PC, Design, Production, Video

This foot controller aims to help disabled players enjoy more games 2
by Bryant Francis [06.28.16]
A new controller from a team of former John's Hopkins students aims to help disabled players enjoy a broader swath of video games.
Console/PC, Design

The design origins of drifting in Mario Kart  
by Bryant Francis [06.28.16]
Take a look back at the design decisions behind some of Mario Kart's biggest game features.
Console/PC, Design

Video: Lessons learned developing 2 games for 4 VR platforms  
by Staff [06.28.16]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Indie, Programming, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The tricky history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [06.28.16]
In this timeless 2009 feature Bill Loguidice and Matt Barton trace the history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Design, Production, Business/Marketing

Blog: Metroid Prime and player agency in game narrative 3
by Gamasutra Community [06.28.16]
Narrative design in modern open-world games is lacking due to developers' propensity to avoid the painful task of content curation, says narrative designer Damon Reece.
Design

Learn the art and science of embodied VR/AR game design at VRDC  
by Staff [06.28.16]
Heads up, VR/AR game devs: Funomena cofounder Robin Hunicke will be at VRDC in November to give a great talk about how "The Body is Back! Understanding Embodiment in VR & AR Game Design."
VR, Design

Q&A: What Insomniac has learned from working on VR brawler Feral Rites  
by Bryant Francis [06.28.16]
We caught up with Feral Rites lead designer Marcus Smith for updates on how Insomniac's learning about virtual reality.
VR, Console/PC, Design, Video, E3

Blog: Difficulty levels and why you should never use them 4
by Gamasutra Community [06.28.16]
"Our most powerful tool as a medium is being able to provide the pleasure of learning and mastering real skills – logical, social and physical."
Design

Blog: How Doom encourages aggressive gameplay 1
by Gamasutra Community [06.28.16]
Guns are best used from a distance, so how does the new Doom get players to act like 'Doom Guy' and run right at enemies?
Console/PC, Design

Designing the characters of the emotionally-gripping Fragments of Him  
by Gamasutra Community [06.28.16]
Game developer Tino van der Kraan describes the design process behind the characters of the evocative Fragments of Him.
Indie, Design

Link can jump in the latest Zelda. Here's why that's a big deal 8
by Jon Irwin [06.28.16]
The Legend of Zelda: Breath of the Wild ditches one of the franchise's key design constraints, letting players jump with the press of a button. What does Nintendo's design decision mean?
Console/PC, Design, History

Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [06.27.16]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How Keji Inafune and Armature Studios hit upon the vision for Recore  
by Bryant Francis [06.27.16]
"I’m interested in how mankind can survive in a dire post-apocalyptic setting," says Inafune, "It comes down to who you’re partnered with. Humans can’t survive on their own."
Console/PC, Design, Video, E3