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August 29, 2016
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August 29, 2016
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Updates » Design
Blog: What makes Pokemon Go so popular? 4
by Gamasutra Community [08.09.16]
Freelance game designer David Mullich looks to understand the reasons behind Pokemon Go's meteoric success.
Smartphone/Tablet, Design

How we localized Shovel Knight for Japan 8
by Gamasutra Community [08.09.16]
Shovel Knight developer Yacht Club Games talks about the tweaks and changes it made when bringing its 2D platformer to Japan.
Design, Business/Marketing

Vlambeer is putting out a book to document its game design history  
by Bryant Francis [08.08.16]
The new book, called 120 Years of Vlambeer and Friends, promises design insights and unfinished ideas from the archives of Vlambeers' six-year development history.
Console/PC, Design, Business/Marketing

Obituary: Square Enix graphic designer Manabu Daishima 1
by Alex Wawro [08.08.16]
News is spreading this week that Manabu Daishima, a longtime game developer best known for his art and graphics work on Square games like Chrono Trigger, passed away last month at the age of 45.†
Console/PC, Art, Design

Don't Miss: The tale of the tools that built Dead Rising 2 13
by Tom Niwinski [08.08.16]
In this classic feature, technical director Tom Niwinski tells the story of how the Dead Rising 2 team crafted the tools to handle the population and testing of a (then) hyper-crowded open-world game.
Console/PC, Programming, Art, Design, Production

Blog: Creating customizable characters with paper prototypes  
by Gamasutra Community [08.08.16]
How Antegods developer Codeglue refined its character customization systems with the help of paper prototypes.
Console/PC, Design

Blog: Lucky's Tale and the case for 3rd person perspective in VR 1
by Gamasutra Community [08.08.16]
"From the beginning, we focused on creating moments you can only experience in VR. Each level in Luckyís Tale has a specific theme or mechanic reinforcing this idea."
VR, Design

Video: Tackling real-world problems through game design in Life Is Strange  
by Staff [08.05.16]
At GDC 2016, Michael Koch and Raoul Barbet (co-directors of Dontnod's episodic game†Life Is Strange)†explore how the interactive nature of video games can be used to tackle difficult subject matter.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Don't Miss: If DeepMind took on StarCraft, how would it go? 1
by Gamasutra Community [08.05.16]
In this classic blog, a data scientist and student of AI explores what it means that "Demis Hassabis, co-founder of DeepMind, expressed interest in StarCraft as a challenge."
Console/PC, Design

Blog: Assassin's Creed: Black Flag's narrative theming in gameplay 1
by Gamasutra Community [08.05.16]
Black Flag features narratives and arcs that can be applied to various games of different genres, but they work particularly well within Ubisoft's pirate adventure. Why?
Console/PC, Design

Blog: 10 psychosocial reasons why Pokemon Go is so appealing 4
by Gamasutra Community [08.05.16]
What makes Pokemon Go such an appealing game? Mark Griffiths, professor of behavioural addiction at Nottingham Trent University, gives his reasons.
Smartphone/Tablet, Design

Blog: Concealed Intent development postmortem  
by Gamasutra Community [08.05.16]
What went right and what went wrong during the development of turn-based space combat title, Concealed Intent? Creator Charles Cordingley reveals all.
Console/PC, Design, Production

How Tin Man Games resurrected and reimagined adventure gamebooks 7
by Jennifer Allen [08.05.16]
Australian indie studio†Tin Man Games has carved out a niche for itself by resurrecting the†moribund form of adventure gamebooks for mobile devices and Steam.
Smartphone/Tablet, Indie, Design, Video

Get a job: Sony seeks a Senior Manager of Game Design  
by Staff [08.04.16]
If you have years of game design experience, especially with F2P and micro-transactions, heads up: Sony is looking for someone like you to take a senior role at its San Diego studio.
Console/PC, Design, Recruitment

Don't Miss: David Cage's classic postmortem of Indigo Prophecy 5
by David Cage [08.04.16]
With Quantic Dream's Indigo Prophecy now coming to PS4, it's a good time to take a look back at this feature-length postmortem of the game's development by designer and writer David Cage.
Console/PC, Programming, Art, Audio, Design, Production

Make time for all the great VR-focused talks at GDC Europe this month  
by Staff [08.04.16]
Heads up, VR enthusiasts: GDC Europe officials want to quickly let you know about some of the great VR-focused expert sessions that will be taking place at the event in Cologne, Germany.
VR, Design, GDC Europe

Quadrilateral Cowboy dev on indie essentials and fluid game design  
by Chris Kerr [08.04.16]
"I think the sweet spot is in making the thing you want to make, and having more than enough resources and skills to execute it."
Indie, Design, Production, Business/Marketing

Blog: Programmer experience  and why UX matters everywhere 1
by Gamasutra Community [08.04.16]
Programmer Bruno Mikoski's explains how Unity developers can pave the way towards an ultimate end-user UX.
Design, Production

When a game developer is put in charge of an art exhibit...  
by Chris Priestman [08.04.16]
Santa Ragione tells us about the process of curating the Triennale Game Collection, a free mobile app commissioned by Milanese museum that features minigames by indie luminaries from around the world.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Get a job: Digital Extremes is looking for a Multimedia Designer  
by Staff [08.03.16]
The Canadian studio behind Warframe is looking for a multimedia designer to work on upcoming projects alongside the team in its London, Ontario studio.
Console/PC, Art, Design, Recruitment