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October 1, 2016
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October 1, 2016
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Updates » Design
Don't Miss: The long shadow of Super Mario Bros. 3
by Nathan Altice [09.07.16]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 31st birthday this month, and contrasts it with last year's Super Mario Maker.
Console/PC, Smartphone/Tablet, Design

At VRDC you'll learn when (and when not) to apply existing design rules to VR 1
by Staff [09.07.16]
At VRDC in November, Google's chief game designer Noah Falstein will explore seven ways virtual reality confounds established design expectations. Don't miss it!
VR, Design

The Final Station is half zombie shooter, half train sim  
by Lena LeRay [09.07.16]
"In the narrative, I always look up to Edgar Wright's movies, like Hot Fuzz, [in which] you can see all these mini-stories happening in the background if you look really close," says dev Oleg Sergeev.
Console/PC, Indie, Design, Video

Postmortem: Renowned Explorers 3
by Gamasutra Community [09.07.16]
The development of Renowned Explorers: International Society was a crazy ride. You can read about every twist and turn right here.
Console/PC, Design, Production

Blog: Disaster Report! and the art of the immediate narrative 4
by Gamasutra Community [09.07.16]
"How the PS2 game Disaster Report! uses our innate knowledge of the real world to its advantage - something Hitchcock successfully did many years ago."

Game Design Deep Dive: Relaying asymmetric info in Eon Altar 1
by Joey Wiggs [09.07.16]
Designing a game around a single screen can be hard enough--what about multiple screens in local space? This mobile/PC hybrid tries to do just that, using players' phones or tablets as controllers.
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Don't Miss: The secret ingredients of Pokemon game design 3
by Christian Nutt [09.06.16]
In this classic 2012 feature, Game Freak devs tell Gamasutra about what's core to good Pokémon game design, how the team develops them and why they seem to resonate with such a wide audience.
Console/PC, Art, Design

Designing lag-compensating weapons in MechWarrior Online 5
by Gamasutra Community [09.06.16]
Making multiplayer games is hard and there are many problems developers need to solve. In this article, I will discuss what MechWarrior Online's weapons system does to deal with lag.
Console/PC, Social/Online, Design

Lost Castle and the increasing viability of Chinese indie games 2
by Lena LeRay [09.05.16]
Indie game development is becmoning more financially viable in China. For instance, the early access title Lost Castle has already sold 130,000 copies, 100,000 of them in its home country.
Console/PC, Indie, Design, Business/Marketing, Video

Blog: An Ancient Adventure postmortem  
by Gamasutra Community [09.05.16]
"This article describes my thoughts on developing the adventure game Ancient Adventure for the Ludum Dare 36 game development competition."
Design, Production

Blog: Video Game Deep Cuts - Soda Machines & Steam Spy  
by Gamasutra Community [09.03.16]
Asummary of some of the week's most interesting video game culture/development stories, from Dan Pinchbeck on storytelling to Brendon Chung on Quadrilateral Cowboy.
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Sony, Double Fine and more are hiring on the Gamasutra Job Board!  
by Staff [09.02.16]
From Sony Bend to Magic Leap to Double Fine, here are just a few of the many great job openings you'll find over on Gamasutra's industry-leading job board!
Console/PC, Indie, Art, Design, Recruitment

Video: Balancing accessibility against depth in game design 1
by Staff [09.02.16]
Witch Beam's Santana Mishra and Tim Dawson speak at GDC 2016 about how they built Assault Android Cactus to be a game that's accessible while also offering something new to hardcore shoot-em-up fans.
Indie, Design, Video, Vault

Don't Miss: 4 ways to design for horror, from Amnesia dev Frictional Games 6
by Kris Graft [09.02.16]
As the nights grow longer and colder, it's a great time to read back through this timeless interview with Frictional's Thomas Grip about designing games that scare the living crap out of players.
Console/PC, Indie, Design

When two generations of Final Fantasy devs meet: Sakaguchi and Tabata speak  
by Alex Wawro [09.02.16]
A Famitsu interview with Final Fantasy creator Hironobu Sakaguchi and Final Fantasy XV director Hajime Tabata offers insight into how 2 different generations of FF devs think about game design.
Console/PC, Design, Production

Now's the time to submit your talks for the AI Summit at GDC 2017  
by Staff [09.02.16]
If you've been thinking about when would be the best time to submit a talk for the AI Summit at Game Developers Conference 2017, we've got news for you: that time is right now. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Come to VRDC for a great postmortem of Funomena's AR game Woorld  
by Staff [09.02.16]
Make sure to come to VRDC in November, where Funomena's Vu Ha will discuss how Funomena's team designed their unique augmented reality game for Google's Tango technology.
VR, Design

Ninja Theory opens real-time cinematography division, Senua Studio  
by Chris Kerr [09.02.16]
UK indie Ninja Theory has cut the ribbon on Senua Studio, a new division dedicated to bringing realtime virtual characters to life for stage, film, broadcast, games, and VR. 
VR, Console/PC, Design, Production

Video: Creating AI that thrives in procedurally-generated worlds  
by Staff [09.01.16]
At GDC 2016, Damian Isla and John Abercrombie discuss how they've made game AI (The Flame and the Flood, Fortnite) that can adapt and thrive in both procedurally-generated and user-generated spaces.
Console/PC, Indie, Programming, Design, Video, Vault

Watch Japanese game devs explore the places that inspire them 2
by Alex Wawro [09.01.16]
Web/TV show Toco Toco has been publishing brief videos featuring notable game designers (from Swery to Suda51) discussing their work and lives as they show off some of their favorite places in Japan.
Console/PC, Design, Video