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Updates » Design
Resurrecting the RTS with Ashes of the Singularity 4
by Christian Nutt [04.07.16]
"Strategy games, contrary to popular belief, often are the first to hit the technology wall." - Stardock's Brad Wardell
Console/PC, Design

Her Story and Rapture clean up at 2016 BAFTA awards 1
by Christian Nutt [04.07.16]
The Chinese Room's moody adventure game Everybody’s Gone to the Rapture wowed the judges, as Her Story, from Sam Barlow, continued to rack up wins in this award season.
Console/PC, Smartphone/Tablet, Indie, Design

Video: Finding inspiration in the lost game designs of the TRS-80 3
by Staff [04.07.16]
At GDC 2012, developer Jim McGinley showcases some classic TRS-80 games with remarkable mechanics that are often overlooked in the annals of game industry history.
Console/PC, Design, Video, Vault

Get a job: Be a Senior Game Developer at Glu Mobile  
by Staff [04.07.16]
Kim Kardashian: Hollywood maker Glu Mobile is hiring an experienced mobile game developer to take a senior role on a new Car Town game at Glu's office in Long Beach, California.
Smartphone/Tablet, Design, Production, Recruitment

Don't Miss: VR game design tips and advice from Steam VR devs 5
by Kris Graft [04.07.16]
Gamasutra spoke with several notable game developers at Valve's Steam VR event and came back with several great lessons and bits of design advice for VR game development.
VR, Design

Accessibility in VR game design: The Fantastic Contraption approach 1
by Alex Wawro [04.07.16]
In an editorial over on Polygon, Radial Games' Andy Moore sheds some light on why the VR version of Fantastic Contraption is playable from room-scale to desk-scale -- and even one-handed.
VR, Design

Blog: We need more game industry arguments. Here are my suggestions! 30
by Gamasutra Community [04.07.16]
"I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Working with puzzle design through state space visualization 8
by Gamasutra Community [04.07.16]
"To better understand game puzzles, and understand what makes a puzzle interesting or boring, I started creating a tool for analyzing and visualizing the state space of the puzzle."
Console/PC, Indie, Programming, Design

How learning League of Legends helps me understand game design 5
by Bryant Francis [04.07.16]
Multiplayer games, especially MOBAs, can be obfuscating or hard to get into -- but committing to one has helped me reshape how I think about game design.
Console/PC, Design

Beamdog vows to fix bugs and stand behind staff in new Baldur's Gate update 6
by Christian Nutt [04.06.16]
In the face of online outcry, CEO Trent Oster says that his studio does not condone harassment but will move to address fan complaints regarding bugs.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: How TV inspires Remedy to make games like Quantum Break 6
by Alex Wawro [04.06.16]
Last year Remedy Entertainment's Sam Lake took a break from making Quantum Break to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
Console/PC, Design

Game design lenses help target your games  
by Gamasutra Community [04.06.16]
"A set of game design dimensions through which we can use to develop better games for a given target group. This is by no means scientifically validated but rather a conceptual framework that is born out of experience."
Smartphone/Tablet, Design

How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games like Europa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Blog: Opening the Atari Vault and finding the heart still beats  
by Gamasutra Community [04.05.16]
"After playing these games, especially the multiplayer versions, and finally discovering what I liked about them in the first place, I can truly say Atari Vault is something Atari fans should experience for themselves."
Console/PC, Design

Don't Miss: Valve's tips for designing great VR game interactions  
by Alex Wawro [04.05.16]
At GDC Europe last year Valve's Yasser Malaika shared some key lessons learned about making great VR game interactions by both Valve's own devs and external dev partners like Owlchemy Labs.
VR, Design

Tips for improving your game's ad monetization  
by Gamasutra Community [04.05.16]
"Here are some common game advertising issues that often arise and steadfast tips that effectively utilize in-game ads to address them."
Smartphone/Tablet, Design

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Vive has arrived: Let's take a closer look at room-scale VR in the wild 15
by Kris Graft [04.05.16]
Gamasutra editor-in-chief Kris Graft spent some time with the consumer version of the SteamVR-powered HTC Vive. Don't mount your positional trackers the same way he did.
VR, Design, Business/Marketing, Video