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August 24, 2016
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August 24, 2016
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Updates » Design
Get a job: Be a Lead Writer at Sucker Punch Productions  
by Staff [07.22.16]
InFamous: Second Son studio Sucker Punch is looking to bring on a game writer, preferably with open-world game writing expertise, to take a lead role on the next project at its Bellevue, WA office.
Console/PC, Design, Recruitment

Don't Miss: The enduring game design secrets of Chrono Trigger 27
by Victoria Earl [07.22.16]
In this timeless piece of analysis, Victoria Earl examines how Chrono Trigger's structure & gameplay design weave together to offer remarkable freedom for the genre & exceptional player satisfaction.
Console/PC, Design

Blog: How Pokemon Go fails to capture learnability 22
by Gamasutra Community [07.22.16]
Why does Pokemon Go need propping-up from the hundreds of how-to guides that have popped up this week? Here's how Niantic have broken or ignored principles for designing a learnable game.
Smartphone/Tablet, Design

Developers provide their [spoiler-free] take on Inside 4
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Console/PC, Indie, Art, Design, Production, Video

Read the design document for a lost Indiana Jones adventure game  
by Bryant Francis [07.21.16]
A LucasArts fan site has dug up the design document for a lost Indiana Jones adventure game, as well as the story of its demise.
Console/PC, Design

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Survey: Co-op more popular than competitive multiplayer, especially if it's local 2
by Alex Wawro [07.21.16]
In Quantic Foundry's latest survey of 1,200 video game players, cooperative play proved more popular than competitive play -- especially if the people you're playing with are in the same room.
Console/PC, Social/Online, Indie, Design

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Devs weigh in on the competitive state of Overwatch 3
by Bryant Francis [07.21.16]
We talked to some developers to get their take on what Blizzard is prioritizing in their Overwatch updates, the tweaks they've made to the multiplayer experience, and the competitive mode.
Console/PC, Art, Design, Video

Game writers now able to join Science Fiction & Fantasy Writers of America 2
by Bryant Francis [07.20.16]
Video game writers will now be able to join the Science Fiction & Fantasy Writers of America, though the rules have left some prolific writers scratching their heads as to how they will be eligible.
Console/PC, Design

Come out to VRDC and see how the Lucky's Tale devs prototype in VR  
by Staff [07.20.16]
Lucky's Tale dev Playful Corp. has been a leader in VR, and at VRDC founder Paul Bettner and studio design lead Dan Hurd will share the things they've learned from years of prototyping VR games.
VR, Design

How Fundbetter devs stretch the boundaries of story-driven games  
by Bryant Francis [07.20.16]
We sat down with the developers funded by Failbetter Games' Fundbetter program for their thoughts on what it takes to create strong interactive fiction.
Console/PC, Indie, Design, Production

Video: Crafting emotional themes in Dragon Age: Inquisition's Trespasser DLC  
by Staff [07.19.16]
At GDC 2016 Dragon Age†franchise lead writer Patrick Weekes and lead narrative designer John Epler speak to developing†the core narrative and thematic moments in the game's†Trespasser†DLC.
Console/PC, Design, Video, Vault

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [07.19.16]
With Kentucky Route Zero's 4th episode released, look back at this talk from Cardboard Computer's Jake Elliott about how their design process evolved to focus on creating mystery, rather than puzzles.
Indie, Art, Audio, Design

Blog: Choosing fonts for your game 6
by Chris Kerr [07.19.16]
One of the easiest ways to help inject some personality into your games is with the typefaces you choose, and with a little knowledge youíll be better placed to make the right choice.
Design

Blog: The cohesive open-world experience of Assassin's Creed: Brotherhood 1
by Chris Kerr [07.19.16]
"I believe that flaws arenít a barrier for an amazing, engaging, solid and wholesome game, and Assassin's Creed: Brotherhood is a very good example of this."
Console/PC, Design

The past and future of location based AR games like Pokemon Go 6
by Jennifer Allen [07.19.16]
Gamasutra asked several developers why they think Pokemon Go did so well so quickly, what it needs to do to stay on top, and what it means for the future of location based gaming
VR, Smartphone/Tablet, Design, Business/Marketing, Video

Don't Miss: How Street Fighter V tries to reinvent the franchise 9
by Patrick Miller [07.18.16]
With Street Fighter V, Capcom seems to be trying to turn its venerable franchise into a tentpole eSport. In the wake of EVO, it's worth looking back at this feature that asks: How well does it do?
Console/PC, Social/Online, Design

Blog: A look at games that adapt to player behavior 5
by Gamasutra Community [07.18.16]
More and more game designers are personalizing game experiences using dynamic rules and systems. What should designers take into account?
Design

Blog: Educational game The Hidden Village postmortem 2
by Gamasutra Community [07.18.16]
SMU Guildhall production student Andrew Curley breaks down the good, the bad, and the lessons learned from managing an educational game project for eight weeks.
Design, Student/Education