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June 26, 2016
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June 26, 2016
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Updates » Design
Reusing environments in games 2
by Gamasutra Community [05.17.16]
"Environmental re-use is at its best when you can have a unique experience within a familiar environment. Our focus should be on unique play experiences."
Console/PC, Design

How The Climb helped Crytek get a firm handhold on VR 2
by Bryant Francis [05.17.16]
When you're creating a VR game about hanging by your fingertips from the side of a mountain, the protagonist's hands are essentially the star of the show. Nailing hand design was vitally important.
VR, Art, Design, Video

Blog: Final Fantasy X-2's brilliant Job System (and a problem I have with it) 8
by Gamasutra Community [05.17.16]
"It has so many clever innovations and ideas that I don't see getting picked up or expanded upon. That makes me really sad because while I think this game's job system does a lot right it still has a lot of room to grow."
Console/PC, Design

Video: Enabling hands in virtual reality  
by Staff [05.16.16]
This 2016 VRDC talk from Gleechi's Jakob Johansson and Kai Hbner draws on 8 years of robotics experience to explain problems related to generating natural hand motion and interaction.
VR, Programming, Design, Video

Get a job: Hinterland Studio is looking for a Sandbox Gameplay Designer  
by Staff [05.16.16]
"You need to be able to communicate clearly, document well, and have a demonstrable sense of how to tune experiences for both balance and player engagement."
Console/PC, Design, Recruitment

Don't Miss: Secret of Mana's enduring influence on game design 24
by Christian Nutt, Douglas Wilson [05.16.16]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Design, Production

Comparing the design of Farm Heroes Saga and Mystery Match  
by Gamasutra Community [05.16.16]
"I am going to deconstruct and compare two Match-3 games: Farm Heroes Saga and Mystery Match in regard to their economy loops, UI / UX designs, narratives, gameplay, social and retention factors."
Smartphone/Tablet, Design, Business/Marketing

Where do monsters come from? Getting monster design right 2
by Gamasutra Community [05.16.16]
"I found it interesting that even minor characters are the heroes of their own stories. Every monster is the hero of their own story."
Console/PC, Art, Design

Progression gating in A Link to the Past  
by Gamasutra Community [05.16.16]
"After completing the introductory 'quest,' the game world opens up dramatically to you. At least 60% of the map becomes available to visit."
Console/PC, Design

Ratchet & Clank (2016) postmortem 3
by Shaun McCabe & Chad Dezern [05.16.16]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production, Video

Don't miss: How Id Software created Doom and defined a genre 8
by Chris Kerr [05.13.16]
With Id Software getting ready to send us back to hell, revisit this classic feature to find out how the studio created the original, genre-defining shooter.
Console/PC, Programming, Design, Production

Overwatch's biggest contribution to eSports' growth: Speed 6
by Bryant Francis [05.13.16]
"Right now, Id wager that Overwatch matches have the potential to be the fastest matches in professional esports. DOTA and CS: Go pro games still occasionally climb over an hour."
Console/PC, Design

Surrendering control without letting go: Procedural character movement 3
by Phill Cameron [05.13.16]
Developers of Grow Home, Mushroom 11, and Prune, explain how using procedural character movement can create a more organic and responsive feel--if you're willing to cede a bit of control.
Console/PC, Indie, Programming, Design, Video

Get a job: Demiurge Studios seeks a Game Director  
by Staff [05.12.16]
Want to become "CEO of the game" for the Sega-owned studio Demiurge? "You lead and inspire a talented development team through all phases of product growth," according to this job ad.
Console/PC, Smartphone/Tablet, Design, Production, Recruitment

How we create lively game characters with well-written dialogue 2
by Gamasutra Community [05.12.16]
"Successful writing process usually requires a lot of preparation before actually starting to write the final text. When the background work is done well, the actual writing part becomes hugely easier and quality and speed is increased too."
Console/PC, Smartphone/Tablet, Indie, Design

Biofeedback in games: The future is upon us (seriously) 4
by Gamasutra Community [05.12.16]
"The ability to integrate biofeedback into your game is now incredibly accessible. Any developer, any game -- regardless of genre, size, and goals -- can benefit from the tech available today."
Console/PC, Smartphone/Tablet, Indie, Design

Understanding procedural generation: What's 'determinism'?  
by Gamasutra Community [05.12.16]
"In this post well talk about a classification system on the possible deterministic aspects of ProcGen, which makes sense especially for run-time generation (load and real-time)."
Console/PC, Indie, Programming, Design

Maxing out miniatures: Making a successful tabletop adaptation 1
by Alan Bradley [05.12.16]
The secret to making a great videogame adaptation of a beloved tabletop franchise is knowing what elements to lose, what to keep, and what to dig even deeper into.
Console/PC, Art, Design, Video

Video: Diablo: A classic game postmortem  
by Staff [05.11.16]
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk.
Console/PC, Design, Production, Video

Don't miss: The history of Civilization 1
by Benj Edwards [05.11.16]
This 2007 article follows the career of industry icon Sid Meier, as he established himself as one of the most important contributors to PC gaming with the iconic turn based strategy epic Civilization.
Console/PC, Design