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July 27, 2016
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July 27, 2016
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Updates » Design
The design origins of drifting in Mario Kart  
by Bryant Francis [06.28.16]
Take a look back at the design decisions behind some of Mario Kart's biggest game features.
Console/PC, Design

Video: Lessons learned developing 2 games for 4 VR platforms  
by Staff [06.28.16]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Indie, Programming, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The tricky history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [06.28.16]
In this timeless 2009 feature Bill Loguidice and Matt Barton trace the history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Design, Production, Business/Marketing

Blog: Metroid Prime and player agency in game narrative 3
by Gamasutra Community [06.28.16]
Narrative design in modern open-world games is lacking due to developers' propensity to avoid the painful task of content curation, says narrative designer Damon Reece.
Design

Learn the art and science of embodied VR/AR game design at VRDC  
by Staff [06.28.16]
Heads up, VR/AR game devs: Funomena cofounder Robin Hunicke will be at VRDC in November to give a great talk about how "The Body is Back! Understanding Embodiment in VR & AR Game Design."
VR, Design

Q&A: What Insomniac has learned from working on VR brawler Feral Rites  
by Bryant Francis [06.28.16]
We caught up with Feral Rites lead designer Marcus Smith for updates on how Insomniac's learning about virtual reality.
VR, Console/PC, Design, Video, E3

Blog: Difficulty levels and why you should never use them 4
by Gamasutra Community [06.28.16]
"Our most powerful tool as a medium is being able to provide the pleasure of learning and mastering real skills – logical, social and physical."
Design

Blog: How Doom encourages aggressive gameplay 1
by Gamasutra Community [06.28.16]
Guns are best used from a distance, so how does the new Doom get players to act like 'Doom Guy' and run right at enemies?
Console/PC, Design

Designing the characters of the emotionally-gripping Fragments of Him  
by Gamasutra Community [06.28.16]
Game developer Tino van der Kraan describes the design process behind the characters of the evocative Fragments of Him.
Indie, Design

Link can jump in the latest Zelda. Here's why that's a big deal 8
by Jon Irwin [06.28.16]
The Legend of Zelda: Breath of the Wild ditches one of the franchise's key design constraints, letting players jump with the press of a button. What does Nintendo's design decision mean?
Console/PC, Design, History

Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [06.27.16]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How Keji Inafune and Armature Studios hit upon the vision for Recore  
by Bryant Francis [06.27.16]
"I’m interested in how mankind can survive in a dire post-apocalyptic setting," says Inafune, "It comes down to who you’re partnered with. Humans can’t survive on their own."
Console/PC, Design, Video, E3

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