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September 26, 2016
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September 26, 2016
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Updates » Design
Creating an organic interconnected game world in Giant Squid's Abzu 1
by Heather Alexandra [09.12.16]
Abzu's lovingly crafted ecosystem has subtleties that many players may never notice. “The world needs to feel authentic,” Matt Nava explains. "This helps us communicate a sense of awe.”
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: Nailing Nostalgia & Duelyst Bards  
by Gamasutra Community [09.10.16]
The latest Video Game Deep Cuts compilation of intriguing video game longreads from around the web includes Lord British's in-game bards, nailing nostalgia, and going inside EVE: Online's propaganda machine.

How the Avengers Academy writer makes dialogue shine in online games 1
by Bryant Francis [09.09.16]
How do you make dialogue a key component of your online game? TinyCo's Allen Warner has a few thoughts that may help.
Smartphone/Tablet, Design

Video: Designing Valley, a game where the world dies when you do  
by Staff [09.09.16]
We interviewed the developers of Valley on our new Twitch stream to learn about the secrets of the games' development.
Indie, Design, Production, Business/Marketing, Video

Get a job: Gunfire Games is hiring an experienced Combat Designer  
by Staff [09.09.16]
The folks at Gunfire Games in Austin, Texas are looking to bring on an experienced combat designer to take a senior role working with Unreal Engine 4 on their next project.
Console/PC, Design, Recruitment

Halo 5: Forge level creation tools arrive on PC  
by Chris Kerr [09.09.16]
Microsoft has finally brought Halo 5's level creation mode, Forge, to PC -- although the full game remains an Xbox One exclusive. 
Console/PC, Design

Staying happy, creative, and productive in the tumultuous world of game dev 1
by Bryant Francis [09.09.16]
The game development can be joyful and fulfilling, but it can also be a grind. We spoke to several AAA and indie developers about how they deal with the struggle to stay focused, driven and creative.
Console/PC, Indie, Design, Production

Q&A: Why Arcen Games needed to sacrifice Release Raptor to stay afloat 1
by Thomas Faust [09.08.16]
"What the key realization was, though, was that this game had sold so poorly that I could actually withdraw it from the market with minimal financial loss compared to what I'd otherwise lose."
Indie, Design, Business/Marketing

Obituary: Mayfair Games co-founder Peter Bromley  
by Bryant Francis [09.08.16]
Peter Bromley, co-founder of tabletop games publisher Mayfair Games, has passed away.
Indie, Design

Don't Miss: Can joy be more 'adult' than violence? 30
by Leigh Alexander [09.08.16]
In this timeless 2014 feature Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy as an alternative quality of mature games, which are often dominated by violence.
Console/PC, Indie, Design

Got a great idea for a GDC Narrative Summit talk? Submit it now!  
by Staff [09.08.16]
Today, GDC organizers want to remind you that they're currently accepting Narrative Summit talk submissions through Friday, September 23rd. Submit yours now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: Music and sound in VR headphones  
by Gamasutra Community [09.08.16]
Composer Winifred Phillips explores the technology of audio headphones built specifically for virtual reality.
VR, Audio, Design

This week in video game blogging: Expectation management and hype  
by Gamasutra Community [09.08.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the institutional structures that lead to disappointment and frustration.
Console/PC, Design, Production, Business/Marketing

Blog: Designing for intentional play  
by Gamasutra Community [09.08.16]
"How can we create games that are as intellectually and emotionally challenging as they are entertaining? I interviewed Jamin Warren, Katherine Isbister, and John Krajewski to get their thoughts."

The death and rebirth of Harebrained Schemes' Necropolis  
by Alan Bradley [09.08.16]
"Nobody cares how hard you worked or how much passion you put into your game," says Mitch Gitelman of Harebrained Schemes. "All they see is the delta between what they expected and what you delivered."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Blog: The painful reality of building FPS experiences on mobile  
by Gamasutra Community [09.07.16]
"First we looked at how mobile devs are building convincing FPS experiences on mobile by reducing friction and loads. This follow up article looks at the other extreme of erasing friction or loads."
Smartphone/Tablet, Design

Get a job: Be a UI/UX Designer at Disruptor Beam  
by Staff [09.07.16]
Boston-based Disruptor Beam is looking to bring on an experienced UI/UX designer to contribute to various design efforts alongside the developers and designers at the studios's HQ in Framingham, MA.
Smartphone/Tablet, Art, Design, Recruitment

Don't Miss: The long shadow of Super Mario Bros. 3
by Nathan Altice [09.07.16]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 31st birthday this month, and contrasts it with last year's Super Mario Maker.
Console/PC, Smartphone/Tablet, Design

At VRDC you'll learn when (and when not) to apply existing design rules to VR 1
by Staff [09.07.16]
At VRDC in November, Google's chief game designer Noah Falstein will explore seven ways virtual reality confounds established design expectations. Don't miss it!
VR, Design

The Final Station is half zombie shooter, half train sim  
by Lena LeRay [09.07.16]
"In the narrative, I always look up to Edgar Wright's movies, like Hot Fuzz, [in which] you can see all these mini-stories happening in the background if you look really close," says dev Oleg Sergeev.
Console/PC, Indie, Design, Video