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Updates » Design
Don't Miss: 6 techniques to make game narratives more dynamic 2
by Staff [11.14.16]
"We've made gameplay experiences feel dynamic, but then the outcome is exactly what we wanted to happen," said The Suffering designer Richard Rouse III. "We canít hide behind that anymore."
Console/PC, Indie, Design

Sponsored: Serious Sam's past, present, and future  
by Autodesk, Croteam [11.14.16]
Key members of Serious Sam and The Talos Principle developer Croteam reflect on 15 years of making standout video games.
VR, Design, Sponsored Article

Dishonored 2 director Harvey Smith on creating compelling worlds 1
by Chris Kerr [11.14.16]
"I think it starts to gray over more into 'living, breathing' when it's not all about fight or flight. Itís about some other kind of interaction."
Console/PC, Design

This week in video game blogging: Games for healing during scary times  
by Gamasutra Community [11.14.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on how games can do something positive during times of widespread fear and anger.
Console/PC, Design

Blog: How design students are taught to prototype on their own 5
by Gamasutra Community [11.14.16]
This article summarizes two years of research in training designers to prototype and test their design on their own.
Design, Production

Blog: How to create pace in multiplayer games  
by Gamasutra Community [11.14.16]
Some tips for multiplayer games to create a pace curve, which starts low and rises high through a serie of tension peaks.

Video Game Deep Cuts: Nintendo Plays Owlboy  
by Gamasutra Staff [11.14.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

'I felt we could build more empathy into the play': Lorne Lanning reflects on his Oddworld  
by Alex Wawro [11.11.16]
"I gave [you] infinite lives...because I wanted you to never give up," Lanning told Waypoint. "No matter how fucking sucky you were, if you stuck with it, you'd get there. And that's life, man."
Console/PC, Design

Surviving the nine-year development of Owlboy  
by Bryant Francis [11.11.16]
We talked to the team at D-Pad Studio to learn about how they grappled with the emotional and technical challenges of finishing Owlboy.
Console/PC, Programming, Art, Design, Video

Blog: Learned helplessness and first person shooters 3
by Gamasutra Community [11.11.16]
Why some games and some experiences make us feel more helpless than others --and what designers can do about it.

Video: Devs share some of the simplest AI tricks in the book  
by Staff [11.11.16]
In a brisk GDC 2015 panel,†a handful of AI expertsfrom Insomniac, Maxis and more shared some of their favorite simple tricks for creating better game AI.
Console/PC, Indie, Programming, Design, Video

Chat with the developers of Owlboy today at 3PM EST  
by Bryant Francis [11.11.16]
We could all use some good vibes this week. So let's talk about the heartwarming Owlboy and how its creators finished the game after 9 years.
Console/PC, Design, Video

The advent of the product designer: making games within marketing constraints  
by Brandon Sheffield [11.11.16]
"If I focus on game design, I may be able to make a fun game, but I won't have the analytics, the strategy, or the structure to make a game that will sell."
Design, Production, Business/Marketing

Niantic hopes Pokemon Go can emulate World of Warcraft's longevity 1
by Chris Kerr [11.11.16]
"I think our lifespan and curve may be quite different from a free-to-play mobile game -- it may be more in a World of Warcraft vein just because of the type of game we are."
Smartphone/Tablet, Design, Business/Marketing

Space Ape Games, Naughty Dog, and Media Molecule honored at TIGA Awards  
by Chris Kerr [11.11.16]
Space Ape Games was the big winner at this year's TIGA Games Industry Awards, with the Transformers: Earth Wars creator taking home two statues.
VR, Console/PC, Smartphone/Tablet, Art, Audio, Design, Production

Blog: Balancing the sh#& out of our shmup 20
by Gamasutra Community [11.11.16]
"Getting the correct balance of any game is critical and extremely challenging. Here's how we went about doing it for 1993 Space Machine, while also touching on design."

How one scientist draws inspiration from games like Dishonored 2  
by Alex Wawro [11.10.16]
"What you see in Dishonored 2 is science fiction," says experimental physicist David Reilly. "itís now over to the scientists and the engineers to follow that lead."
Console/PC, Design

A close analysis of Titanfall 2's level Effect and Cause 4
by Bryant Francis [11.10.16]
The Gamasutra team sits down to do a game design analysis of Titanfall 2's most fascinating level, Effect and Cause
Console/PC, Design, Video

Don't Miss: 'You've got to make something that you love' - Designing Dangerous Golf 2
by Staff [11.10.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

HBO's Westworld captures the highs, lows, and possible future of game dev 2
by Alissa McAloon [11.10.16]
As the show continues into the second half of its first season, Westworld continues to mirror some of the personalities and situations game developers may have experienced first hand.
Social/Online, Design