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July 29, 2016
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July 29, 2016
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Updates » Design
Blog: Teaching players without using words 7
by Gamasutra Community [07.11.16]
Ubisoft technical level designer Max Pears muses on a still-common practice: game design that forces players to read a whole lot of words to learn how to play.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Finding a fresh angle on WWII in Hearts of Iron IV 3
by Alan Bradley [07.11.16]
How did Paradox find a fresh approach to what is easily the most thoroughly documented war in human history?
Console/PC, Design, Video

Get a job: Respawn Entertainment is hiring a Camera Designer  
by Staff [07.08.16]
The makers of Titanfall are looking for a camera designer work on an upcoming third-person Star Wars game alongside the rest of the team at Respawn's Southern California HQ.
Console/PC, Design, Recruitment

Interactive ads: The future of making money on mobile games? 1
by Richard Moss [07.08.16]
With most of the mobile game audience unwilling to spend money either upfront or in in-app purchases, many developers need to run ads to find success.
Smartphone/Tablet, Design, Business/Marketing, Video

Hidetaka Miyazaki says taking chances is essential to Dark Souls 3's success 3
by Bryant Francis [07.07.16]
As a company president and lead game designer, Hidetaka Miyazaki sees a need for risk-taking in order to maintain the success of From Software's games.
Console/PC, Design

Don't Miss: A water interaction model for great video game boat physics 16
by Jacques Kerner [07.07.16]
Boat physics! In this timeless, meaty programming feature, Avalanche Studios' Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat."
Console/PC, Design

Blog: Board games, video games, and accessibility design  
by Gamasutra Community [07.07.16]
Board games are almost unique in the myriad ways in which their design creates interesting subtleties of inaccessibility. How does that relate to video games?
Design

A developer's journey to create 100 games in five years 10
by Joel Couture [07.07.16]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

Hit the road with the latest Game Career Guide design challenge  
by Staff [07.06.16]
Summer's here, and now's the chance to flex your game design muscles with inspiration from your favorite summer road trips.
Indie, Design, Student/Education

Get a job: Be a Lead Level Designer at Double Fine Productions  
by Staff [07.06.16]
The studio responsible for games like Psychonauts is looking for an experienced level designer to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Design, Recruitment

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production

Reminder: Submit your VRDC talk proposals by Friday!  
by Staff [07.06.16]
Heads up: The call for submissions to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conference ends this Friday, July 8th at 11:59 PM Pacific.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

16 of Gamasutra's best articles over the last quarter  
by Gamasutra Community [07.06.16]
Hey readers! I’m back with another quarterly roundup of Gamasutra articles over the past quarter (April-June), as I continue my heroic efforts to excavate the best recently-published work.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

No text, no tutorial: Learn to design intuitive VR games at GDC Europe  
by Staff [07.06.16]
At GDC Europe Kayla Kinnunen, game director at Roadhouse Interactive, will be leading a smart session on how to best design humane, intuitive virtual- and augmented-reality experiences.
VR, Design, GDC Europe

Blog: The power fantasy of Doom 1
by Gamasutra Community [07.06.16]
A look at how the latest Doom created an effective power fantasy that controlled the mood of the story.
Design

Blog: Dealing with ghosting on Gear VR 3
by Gamasutra Community [07.06.16]
Rococo VR was the first technical art demo that Black River Studios had created to start exploring VR. But the black and white art style led to a legibility challenge.
VR, Design

Don't Miss: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [07.05.16]
In this timeless feature we catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a lovely strategy game that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Design, Production

Body Talk: Why the sexy dialogue in VA-11 HALL-A goes tits up 4
by Katherine Cross [07.05.16]
Sukeban Games’ VA-11 HALL-A is my favorite game so far this year, but it's worth examining how it fails to authentically capture how women talk to one another about their bodies.
Indie, Design

This Week in Video Game Blogging: Innovative Storytelling  
by Gamasutra Community [07.05.16]
Critical Distance brings us picks from Senior Curator Zoya Street on how you can dust off the dried-out tropes and fascinate your players with new narrative experiences.
Design

TIGA implores UK government to protect EU migrants, warns of damage to games industry 6
by Chris Kerr [07.05.16]
In the wake of the UK's decision to leave the European Union, trade body TIGA says it's imperative that the existing rights of EU citizens working in the UK are protected.
Design, Production, Business/Marketing