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November 28, 2015
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November 28, 2015
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Updates » Design
Get game writing advice from a Dragon Age writer at GDC 2016  
by Staff [11.11.15]
GDC organizers reveal another pair of great GDC 2016 Summit session talks from both an experienced Dragon Age writer and a longtime F2P game industry vet.
Console/PC, Social/Online, Design, Business/Marketing, GDC

Unity chasing photorealism with new reflection tech 1
by Chris Kerr [11.11.15]
Unity has released a tech demo to show of its impressive new screen-space raytraced reflection (SSRR) tech, which was previously shown at Unite earlier this year.
Console/PC, Design, Production, Video

Letting go of quest-obsession, and soaking in the world of Fallout 4 10
by Kris Graft [11.11.15]
"Turning off Fallout 4's quest markers revealed a trash-ridden world that's an exploration engine, rather than a quest engine."
Console/PC, Design

Top 7 ways to ignore player feedback 12
by Gamasutra Community [11.11.15]
"Here's some handy tips on how to ignore those pesky playtesters that aren't worth your time... especially when their feedback isn't the kind you want to hear!"
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Video: Writers are critical to AAA game dev -- just not in the way you think 2
by Staff [11.10.15]
"Big-budget action video game are not, and never will be, a writer's medium," said Tom Bissell at GDC 2013, before going on to explore exactly how writers can best serve a big-budget game dev team.
Console/PC, Design, Video, Vault

Don't Miss: Level design tips from experts like Cliff Bleszinski & John Romero 1
by Marc Saltzman [11.10.15]
In this classic '99 Game Developer feature, the world's top level designers (including developers of Doom, Quake and more) offer advice on what makes or breaks level architecture in 3D game design.
Console/PC, Indie, Design

Carl Sagan wrote a design doc for a video game based on his work 1
by Alex Wawro [11.10.15]
Dr. Carl Sagan was many things throughout his life -- astrophysicist, author, TV host -- but for at least a moment, he was also a game designer, and now you can read his pitch for a Contact game.
Console/PC, Design

4 useful habits for level designers 5
by Gamasutra Community [11.10.15]
A level designer from Ubisoft Montreal with credits on multiple Splinter Cell games shares some quick tips for sharpening your level design skills.
Console/PC, Smartphone/Tablet, Indie, Design

This Week in Video Game Blogging: From Undertale's philsophy to Fallout  
by Gamasutra Community [11.10.15]
"This week, our partnership with game criticism site Critical Distance brings us picks...on topics ranging from a development history of Fallout 4 to intellectual honesty in character design."
Console/PC, Indie, Design

How the Ultima Underworld designer gets a game from good to great 1
by Gamasutra Community [11.10.15]
A developer speaks with Looking Glass Studios founder Paul Neurath about the veteran developer's design process, and the importance of constant, dynamic iteration.
Console/PC, Design

Sublevel Zero creators on the perils and rewards of procedural generation 6
by Chris Kerr [11.10.15]
'With traditional level design you can hide things, and use smoke and mirrors to make levels look good. But with procedural generation, you can't fake that.'
Console/PC, Indie, Programming, Design, Video

Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

Ron Gilbert: Episodic design is a bad fit for classic adventure games 5
by Alex Wawro [11.09.15]
Speaking to USGamer, Monkey Island co-creator Gilbert notes that episodic design is a bad look for point-and-click adventure games because (among other things) it constrains the game's scope.
Console/PC, Design

2 Become 1: Blizzard designs MOBA hero for dual-player control 1
by Alex Wawro [11.09.15]
Blizzard developers are experimenting with single-character co-op by adding a hero meant to be played by two people simultaneously to the roster of its Heroes of the Storm MOBA.
Console/PC, Design

GDC Classic: Multiple character interaction in Petz games  
by Adam Frank &Andrew Stern [11.09.15]
In this classic CGDC presentation from 1998, the creators of Petz describe how they made virtual creatures come to life and interact believably with one another
Console/PC, Design, History

How Cibele taught me to love existential sex crises 1
by Katherine Cross [11.09.15]
Nina Freeman's Cibele autobiographical game about finding romance in an MMO is a rare glimpse of what a mature portrayal of sex could look like in games.
Console/PC, Indie, Design, Video

Hearthstone and the precarious act of balancing 2
by Gamasutra Community [11.09.15]
"For many the term 'balance' conjures images of a scale with the power of one set of game mechanics weighed directly against another. But few games are so limited in scope."
Console/PC, Smartphone/Tablet, Design

When the player's screen is the game's screen 3
by Phill Cameron [11.09.15]
How taking the PC as a medium and turning it into the way a player interfaces with a game can be a boon to both the design and the cost of your game.
Console/PC, Design

The power of playtesting  
by Gamasutra Community [11.09.15]
"Games are complicated. You take intricate systems of interlocking parts and then add the human factor. Seeing the game in action is going to be a better picture than all your theoretical models. Itís the real thing."
Console/PC, Indie, Design

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive