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April 27, 2015
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April 27, 2015
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Updates » Design
Get a job: Sucker Punch seeks a Narrative Writer  
by Staff [03.27.15]
InFamous developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Console/PC, Design, Recruitment

Don't Miss: Boss battle design and structure 27
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Console/PC, Indie, Design

Free-to-play: What about player skill? 9
by Gamasutra Community [03.27.15]
"Those 'near misses' keep the player feeling like they can beat the level, they just need to play a few more times or convert. With higher player skill, this becomes much more difficult to achieve."
Smartphone/Tablet, Design

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

User experience insights: Criminal Case 4
by Gamasutra Community [03.26.15]
How could the popular casual title's UX be improved? This post by a Gameloft UX designer takes a critical look at the hit, and offers suggestions for making it better.
Social/Online, Smartphone/Tablet, Art, Design

Putting a fake nose in your VR game may make it less nauseating 25
by Alex Wawro [03.26.15]
Researchers at Purdue University believe that rendering a virtual nose in your first-person virtual reality game can help extend the amount of time people can play it without feeling sick.
Console/PC, Design

Don't Miss: Successful principles of an indie game bottom feeder 46
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Console/PC, Indie, Design, Production, Business/Marketing

Level design for melee combat systems: Talking to the experts 8
by Gamasutra Community [03.26.15]
On combat, with God of War's Alex Sulman, DmC: Devil May Cry's Rahni Tucker, The Last of Us' Anthony Newman, Aztez's Ben Ruiz, Dead Island 2's Daniel Nordlander, Killzone's Doug Walker, and others.
Console/PC, Indie, Design

Thinking about people: Designing games for social simulation 4
by Gamasutra Community [03.26.15]
Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Console/PC, Smartphone/Tablet, Indie, Design

Rust experiments with racial empathy by assigning players' skin tones 24
by Alex Wawro [03.25.15]
The latest Rust update assigns all players a permanent, randomized skin tone and face. Developer Garry Newman says it's led to an increase in racism, and also some intriguing player behavior.
Console/PC, Design

Video: How theater influenced the design of Kentucky Route Zero  
by Staff [03.25.15]
Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [03.25.15]
In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind.
Console/PC, Programming, Design, Production, Exclusive

Don't Miss: How Sony's Net Yaroze ignited indie console development 6
by John Szczepaniak [03.24.15]
This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world's earliest hands-on game dev programs.
Console/PC, Indie, Programming, Design, Production

Turning data into enemies: How we used Google Spreadsheets with Unity 4
by Gamasutra Community [03.24.15]
"We used Google Spreadsheets as our Content Management System (CMS). In this post I'll talk about how we've integrated those spreadsheets into our game development process."
Smartphone/Tablet, Programming, Design

Screen ecologies, 'multi-gaming,' and designing for different kinds of engagement 7
by Gamasutra Community [03.24.15]
"Rather than designing games meant to consume a playerís entire attention, maybe its worth designing games to be slow, tedious or even boring. We think this can be attractive to players."
Console/PC, Smartphone/Tablet, Indie, Design

How Dark Souls' multiplayer mechanics are invading other worlds Exclusive 17
by Alex Wawro [03.24.15]
What is it about how Souls games handle player invasions that made them so compelling? We talk to a few developers to explore why the mechanic is so exciting, and how they put their own spin on it.
Console/PC, Social/Online, Design, Exclusive

Get a job: Wargaming is hiring a Gameplay Engineer  
by Staff [03.23.15]
World of Tanks developer Wargaming.net is looking for a gameplay engineer to work on the company's current and upcoming multiplayer projects alongside the team in its Hunt Valley, Maryland offices.
Console/PC, Design, Recruitment

Video: Building guns to drive the Counter-Strike: GO economy  
by Staff [03.23.15]
Speaking at GDC 2014, Valve's Bronwen Grimes describes how the Counter-Strike: Global Offensive team figured out what kinds of content players would pay for, then created it with just 2 artists.
Console/PC, Design, Production, Video, Vault

This Week in Video Game Criticism: Altgames and Alternative Histories  
by Kris Ligman [03.23.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from game development's punk scene to game reviews from a timeline where the industry turned out very differently.
Console/PC, Indie, Design

Game analytics from a game designer's perspective 4
by Gamasutra Community [03.23.15]
"Game analytics can change the face of game development. Where we had to guess before, we designers can now make decisions based on real data!"
Console/PC, Smartphone/Tablet, Design