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September 27, 2016
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September 27, 2016
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Updates » Design
Blog: Analyzing Doom's fluid level design  
by Gamasutra Community [08.31.16]
A quick look at how the Doom level, The Necropolis, uses lighting and composition to create flow.
Console/PC, Design

Blog: How I made my first mobile RPG 3
by Gamasutra Community [08.31.16]
Korean game developer ji GukHwan's chronicles the making of his first mobile RPG, Dungeon999F.
Smartphone/Tablet, Design, Production

Don't Miss: Revisiting unsung classic The Last Express 12
by Chris Remo [08.30.16]
Jordan Mechner's adventure game The Last Express is a cult classic; in this timeless feature, Gamasutra catches up with the game's producer and technical designer to document its fascinating genesis.
Console/PC, Design, Production

Gen Con Report: Shadowrun and the democratizing of game-stuff 1
by Katherine Cross [08.30.16]
As video games become ever more virtual in their distribution, it’s comforting to see the endurance of tactile accessories on display at Gen Con.
Console/PC, Indie, Design

Long Gone Days: RPG explores war's emotional impact on soldiers  
by Joel Couture [08.30.16]
Camila Gormaz, creator of military RPG Long Gone Days, wanted to explore the life of the soldier, but not through action and gunplay. She focused on the emotional impact that war has on soldiers.
Console/PC, Indie, Design, Video

Blog: 'Social stealth' vs. traditional stealth in Assassin's Creed 2
by Gamasutra Community [08.30.16]
Assassin's Creed is not, and has never been, a social stealth game or series, says Ubisoft game designer Stanislav Costiuc.
Console/PC, Design

How do you know when the time is right to remake your game?  
by Alan Bradley [08.30.16]
When is it justifiable to remake one of your titles? Scott Brodie of Heart Shaped Games just did that with Hero Generations: ReGen, and he talks us through what the process was like for his team.
Console/PC, Indie, Design, Business/Marketing, Video


Blog: Pokemon Go, and adding value to game pieces 1
by Gamasutra Community [08.29.16]
Programmer and designer Nikhil Murthy looks at the original Pokemon games and Pokemon Go for ways to add value to game pieces.
Smartphone/Tablet, Design

No Man's Sky, and how we talk about procedural generation 8
by Gamasutra Community [08.29.16]
The right words can motivate anyone about your game - but are we all speaking the same language? The response to procedural generation in No Man's Sky suggests not.
Design

Check out this intriguing way to broadcast game footage in VR  
by Bryant Francis [08.26.16]
Want another way to broadcast your game footage in VR? How about eSports? The developers of Battlerite have come up with an interesting solution for you.
VR, Design, Video

Don't Miss: Evaluating game mechanics for depth 33
by Mike Stout [08.26.16]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Console/PC, Indie, Design

Attend VRDC for expert advice on tackling VR's usability challenges  
by Staff [08.26.16]
Game designer, researcher and XEODesign founder Nicole Lazzaro will explore the 5 most challenging usability obstacles game developers (and film makers) face in VR at VRDC this November!
VR, Design

Kojima exploring virtual and augmented reality at Prologue Immersive  
by Chris Kerr [08.26.16]
Metal Gear creator Hideo Kojima has joined the advisory board of California-based virtual and augmented reality company, Prologue Immersive.
VR, Design, Business/Marketing

Game Design Deep Dive: Building truly cooperative play in Overcooked 4
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design, Video, Deep Dive

Get a job: Playful Corp needs a senior designer  
by Bryant Francis [08.25.16]
The makers of Lucky's Tale are looking for a senior designer to work with them in virtual reality.
VR, Design, Recruitment

Don't Miss: How to make comedic games like Jazzpunk 2
by Bryant Francis [08.25.16]
It's not easy to make games all about comedy, but Necrophone Games somehow figured it out with Jazzpunk. Take a look back at how they pulled it off in this Road to the IGF interview.
Console/PC, Design

Blog: Creating game ready textures and assets using photogrammetry 1
by Gamasutra Community [08.25.16]
Indie dev Joseph Azzam goes over the multiple photogrammetry techniques he used to scan an entire castle for less than $70.
Design

Blog: Picking the best college for game development 9
by Gamasutra Community [08.25.16]
"A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet."
Programming, Design, Production

Blog: Breaking down Undertale's masterful opening sequence 1
by Gamasutra Community [08.25.16]
Intrigued by its intelligent opening sequence, Ubisoft technical level designer Max Pears breaks looks at what makes introduction so great.
Design