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June 25, 2016
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June 25, 2016
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Updates » Design
Get a job: Be a Level Designer on Respawn's Star Wars game  
by Staff [05.26.16]
The studio that made Titanfall is now working on a 3rd-person Star Wars game, and it's looking for level designers to join the team working on that project at its Chatsworth, CA offices.
Console/PC, Design, Recruitment

Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

Blog: Uncover your hit game idea faster (or, the importance of moving on) 2
by Gamasutra Community [05.26.16]
As indie devs, it’s not a lack of creativity that prevents us from realizing our dreams: it’s a lack of time.
Indie, Design, Production

Blog: How to identify the scope of your game 1
by Gamasutra Community [05.26.16]
Committing to making a product is a big decision you should base on analysis instead of gut-feeling. This is how I did it!
Design, Production

Is Overwatch a great game? Will it become an eSports mainstay? 17
by Staff [05.26.16]
Will Overwatch have the staying power of a shooter like Team Fortress 2? Can it become an eSports powerhouse like Starcraft? Gamasutra's editorial team weighs in on these weighty questions and more.
Console/PC, Art, Design, Business/Marketing

Get a job: Disruptor Beam is hiring a UI/UX Designer  
by Staff [05.25.16]
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, Design, Recruitment

An expert look inside the HTC Vive's positional tracking system  
by Alex Wawro [05.25.16]
"There is a lot of wild speculation and misinformation about Lighthouse’s update rate floating around," writes VR expert Oliver Kreylos in a new blog post on findings from his own independent testing.
VR, Design

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Klang shows another way to do music-inspired game design  
by Bryant Francis [05.25.16]
Think music-based design just has to be about guitar heroes and dancing revolutions? Indie platformer Klang has a few tricks to show how music can influence your game.
Indie, Design, Video

Why play? My recent friction-full experiences with non-mobile games 28
by Gamasutra Community [05.25.16]
"Some of my very recent experiences with non-mobile games have left a sour taste, wasted my time, but also given me lots of reminders of why I love the mobile platform."
Console/PC, Smartphone/Tablet, Design

Supergiant dev speaks to the 'restraint and humility' of id's new Doom 3
by Alex Wawro [05.25.16]
In a guest editorial on PCGamer, Supergiant Games' Greg Kasavin deconstructs why id Software's new Doom succeeds, and how it asks important questions about what's important in FPS game design.
Console/PC, Design

Blog: A few thoughts on the design of Clash Royale 2
by Gamasutra Community [05.25.16]
"Its session mechanic and gameplay are so well defined that at a given moment the game starts to feel synthetic -- even though every battle is somewhat different."
Smartphone/Tablet, Design

Mojang's Crown and Council: From hobby project to Steam release  
by Richard Moss [05.25.16]
"This is something I wanted to experiment with," says Pettersson. "Could you do a Risk-like game where the player has to develop a sense of odds and relationships without those being explicitly stated?"
Console/PC, Programming, Design, Video

Video: See how Epic made Bullet Train and went off the rails of VR  
by Staff [05.24.16]
In this VRDC 2016 talk Epic Games' Nick Donaldson and Nick Whiting explain exactly how (and why) the studio's remarkable Bullet Train teleportation-driven shoot-em-up was built for VR.
VR, Design, Video, Vault

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Christian Nutt [05.24.16]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Programming, Design

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Freedom through constraints: The design of Michael Brough's Imbroglio 6
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His new game Imbroglio is even more constrained: a 4X4 grid. Constraints can be freeing.
Indie, Design, Video

World of Warcraft PvP Gear: A radical rethink, explained 6
by Christian Nutt [05.23.16]
In a new blog post, World of Warcraft senior game designer Brian Holinka outlines a series of changes Blizzard is implementing in PvP gear for its next expansion pack, Legion.
Console/PC, Social/Online, Design

Overwatch and Blizzard's efforts to tell stories in a multiplayer shooter 1
by Alex Wawro [05.23.16]
In a recent chat with Rock Paper Shotgun, Overwatch designer Michael Chu speaks to how the game's writers are learning to work with the community in a sort of "cat-and-mouse" game of storytelling.
Console/PC, Social/Online, Design

How Assassin's Creed II's missions use open-world space 10
by Gamasutra Community [05.23.16]
"What I find very cool about the open world in Assassin’s Creed II is that the world opens up step by step, right up until the very late stages of the game. It’s very different from lots of open-world games of today."
Console/PC, Design