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July 23, 2016
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July 23, 2016
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Updates » Design
Blog: Everything I know about writing video games I learned from pro wrestling 2
by Gamasutra Community [06.27.16]
Indie game dev David Pittman examines the structure of pro wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and game industry.
Indie, Design, Business/Marketing

Blog: Implying size and complexity in video game cities  
by Gamasutra Community [06.27.16]
"You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity."
Indie, Design

Blog: Here's (probably) why VR made you sick at E3 16
by Gamasutra Community [06.24.16]
I just want to make sure you know why you felt barfy after playing virtual reality games at E3.
VR, Design

Halo Wars 2 and the challenge of bringing new players into the RTS genre 2
by Bryant Francis [06.24.16]
343 and Creative Assembly think they've figured out how to attract new players to the strategy genre with their latest entry in the Halo Wars series.
Console/PC, Design, Production, Video, E3

Learn why 'idle games' click with players at GDC Europe 2016  
by Staff [06.24.16]
At GDC Europe 2016 Kongregate's Anthony Pecorella will study how "idle games" have evolved -- and what lessons game devs can learn. Prepare to get inexplicably excited about seeing numbers go up!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC Europe

Blog: Classic vs. modern horror in video games and beyond 3
by Gamasutra Community [06.24.16]
The horror medium has changed dramatically over the last two decades. So what has the game industry learned (and can still learn) from the horror genre?
Design, Business/Marketing

Blog: The difference between Team Fortress 2 and Overwatch's classes and heroes 4
by Gamasutra Community [06.24.16]
Brazilian game programmer Arthur Canzi Zeferino offers an analysis of how Team Fortress 2 classes and Overwatch heroes relate to each other.
Design

7 successful Early Access games that all developers should study 4
by Holly Green [06.24.16]
We sought input from several game developers on which games offer instructive examples of how to truly take full advantage of an early access campaign.
Console/PC, Design, Production, Business/Marketing

Firaxis partners with GlassLab for educational version of Civilization V 2
by Bryant Francis [06.23.16]
The new version of Civilization V, titled CivilizationEDU, will be produced in partnership with GlassLab Games, who also developed SimCityEDU.
Console/PC, Design

Video: How Blizzard designed StarCraft II to be an eSport  
by Staff [06.23.16]
At GDC 2011 Blizzard's Dustin Browder takes the stage to deconstruct the design of Starcraft II and examine how its competitive multiplayer was tuned to serve the needs of a global eSports community.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video, Vault

The Disco Generator: Procedural level generation in All Walls Must Fall 3
by Gamasutra Community [06.23.16]
Isaac Ashdown, former senior programmer at Yager, offers a detailed rundown of the procedurally-generated discotheque levels in the upcoming game from his new studio, Inbetweengames.
Programming, Design

Smithsonian to document evolution of game industry with Video Game Pioneers Archive 2
by Chris Kerr [06.23.16]
"The Video Game Pioneers Archive will allow the Smithsonian and like-minded organizations to capture the history of this technical and creative industry."
Programming, Design, Production

Blog: Debating difficulty settings in game design 4
by Gamasutra Community [06.23.16]
The use of difficulty settings has been debated for player-centric design, but they don't work for every game.
Design

How Jonathan Blow found the roots of The Witness inside Braid  
by Bryant Francis [06.22.16]
Speaking with Time Magazine, Jonathan Blow offers some insights on how he arrived at the central puzzles of The Witness, and how the game connects back to his earlier title Braid.
Console/PC, Indie, Design

What The Last Guardian developers learned about long game dev cycles  
by Bryant Francis [06.22.16]
The Last Guardian's Fumito Ueda explains to Kotaku how he remained motivated and focused after nine years of game development.
Console/PC, Design, Production

Check out the results of GameCareerGuide's latest Game Design Challenge!  
by Staff [06.22.16]
Gamasutra's education-focused sister site GameCareerGuide offers info for game industry students and beginners -- and every 3 weeks, it also hosts a Game Design Challenge that anyone can take part in.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Hotline Miami 2 gains a full-fledged level editor  
by Alex Wawro [06.22.16]
After roughly seven months of beta testing, indie developer Dennaton Games today released the full-fledged level editor for its 2015 top-down shooter Hotline Miami 2.
Indie, Design

As Quake turns 20, John Romero looks back at how it all started 1
by Alex Wawro [06.22.16]
It's an intriguing collection of ephemera to peruse, as it sheds light on id's culture of '90s game dev and serves as a reminder that the game you aim to make isn't always the game you wind up shipping.
Console/PC, Design

Sukeban Games' beguiling VA-11 Hall-A makes cyberpunk sexy  
by Katherine Cross [06.22.16]
Who knew that tending bar in 2070 could be so engaging? This indie title from Sukeban Games tasks you with mixing drinks, and listen to fascinating futuristic pub banter.
Console/PC, Indie, Design, Video

Blog: How we tweaked the dash mechanic in our action game  
by Gamasutra Community [06.22.16]
Game designer Wytze Kamp explains how he tweaked a speed boost gameplay feature in his game, Antegods.
Indie, Design