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August 31, 2016
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Updates » Design
Blog: 30 months of learning and shaping our first indie game. 4
by Gamasutra Community [08.03.16]
Fat Panda director Gerardo Garcia on how post-launch blues helped reshape his approach to game development.
Console/PC, Design, Production, Business/Marketing

Blog: How Pokemon Go's design creates systemic crowds 1
by Gamasutra Community [08.03.16]
"How do systemic crowds work? What is driving this behavior? And how could the same system be applied to other games in the future?"
Smartphone/Tablet, Design, Business/Marketing

Opinion: Bravo to Niantic and Blizzard for their simple characters 7
by Katherine Cross [08.02.16]
There’s a lesson to be found in Overwatch and Pokemon Go: you don't need to develop a story-heavy game to create characters that people can get very deeply invested in.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Don't Miss: Designing better game levels via human survival instincts 31
by Christopher W. Totten [08.02.16]
In this timeless article, Westwood College faculty member and trained architect Christopher Totten explores how human psychology is understood by architects -- and how that can apply to level design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: The tough design decisions behind super-stylized action game Furi 5
by Gamasutra Community [08.02.16]
"We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable."
Console/PC, Design

Abzu and the challenge of conveying emotions through game design 1
by Alex Wawro [08.02.16]
As Giant Squid releases Abzu, lead engineer Brian Balamut chats with Gamasutra about the practical challenges (and personal upsides) of making a chill nonviolent underwater exploration game.
Indie, Programming, Design

How localizers saved Final Fantasy X from its own voiceover 2
by Bryant Francis [08.01.16]
The localization editor for Final Fantasy X explains why translation isn't just about changing words from one language into another, sometimes it's about keeping the game from crashing.
Console/PC, Design

Get a job: Petroglyph Games seeks an experienced Unity Engineer  
by Staff [08.01.16]
Las Vegas-based Petroglyph Games (Grey Goo, 8-Bit Armies) seeks a senior level Unity wiz to work alongside the team in developing new systems for the studio's upcoming virtual reality game.
VR, Programming, Design, Recruitment

Video: Value Nothing - Using negative space in level design 1
by Staff [08.01.16]
When is something that's not there more important than the things that are there? At GDC 2014, Epic Games' Jim Brown takes the stage to talk in depth about the role of negative space in game design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A theory on Pokemon Go's location system 3
by Gamasutra Community [08.01.16]
Indie developer Scott Fine offers a theory on how Niantic dishes out pocket monsters in Pokemon Go.
Smartphone/Tablet, Design

Watch experts discuss combat design for AAA games at GDC Europe  
by Staff [08.01.16]
At GDC Europe, experienced game designers Michael Barclay, Sam Howels and Pete Ellis will lead a rousing roundtable discussion of what is best in combat design for big-budget games.
Console/PC, Design, GDC Europe

The 2017 Independent Games Festival opens calls for submissions  
by Staff [08.01.16]
Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2017 in San Francisco next March.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

Blog: Open-world mission design in Assassin's Creed III  
by Gamasutra Community [08.01.16]
Ubisoft game designer Stanislav Costiuc on the dos and don'ts of open-world game design.
Console/PC, Design

Blog: Tackling in-game proportions and scale 3
by Gamasutra Community [07.29.16]
"Many developers often face issues designing proportions of individual characters, and the relationship between these characters and the surrounding environment. Here's an approach you can take."

Video: Designing the Spartan abilities in Halo 5: Guardians  
by Staff [07.29.16]
At GDC 2016, former 343 Industries game designer Ryan Darcey offered insight into the process of taking the "Spartan Charge" and "Ground Pound" actions of Halo 5 from concept to final release.
Console/PC, Design, Video, Vault

Don't Miss: Quadrilateral Cowboy and good old-fashioned digital bliss 1
by Leigh Alexander [07.29.16]
Now that Quadrilateral Cowboy is finally out, it's a good time to revisit this 2014 conversation with developer Brendon Chung about his design influences, and the game's soft machine charm.
Console/PC, Indie, Design

Blog: When randomized game design goes too far 4
by Gamasutra Community [07.29.16]
"Keeping the player guessing is a great way to keep them coming back, and we see this a lot in the rogue-like genre. However, randomness does come at a price."

Pokemon Go dev argues sponsored locations are more game-friendly than IAP 4
by Alex Wawro [07.29.16]
"My belief is that the sponsored-location model is a better business model for games," John Hanke, founder of Pokemon Go developer Niantic, tells Forbes in a new interview about the game's design.
Smartphone/Tablet, Design, Business/Marketing

Learn to make better VR games through applied psychology at GDC Europe  
by Staff [07.29.16]
At GDC Europe game designer and Exozet Berlin VR consultant Thomas Bedenk will share learnings on improving VR productions through psychology.
VR, Design, GDC Europe