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October 27, 2016
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Updates » Design
Don't Miss: Koji Igarashi exploring what makes a great Metroidvania game 1
by Staff [09.27.16]
Today is Castlevania's birthday, so why not celebrate by watching veteran Castlevania game designer Koji Igarashi examine the evolution of the 'Metroidvania' genre in this timeless GDC talk.
Console/PC, Indie, Design

'You shouldn't underestimate the value of not being technical' 7
by Alex Wawro [09.27.16]
"Meaning, that you might be able to solve a problem in a way other people wouldn't consider because it's almost too simple," says veteran game designer Amy Hennig.
Console/PC, Design

Blog: Video Game Deep Cuts: Prague, Rogue, & FiveRP  
by Gamasutra Community [09.27.16]
The latest Video Game Deep Cuts selection looks at everything from Prague in the latest Deus Ex to Roguelike Celebration videos and GTA V mods.
Design, Production, Business/Marketing

Video blog: Historians give their take on L.A. Noire  
by Gamasutra Community [09.27.16]
Historian Bob Whitaker talks with professor William Deverell about L.A. Noire. Topics include the postwar boom, the history of the LAPD, and race and ethnic relations in Los Angeles.

The challenge of maintaining class balance in Hearthstone's Arena mode 2
by Stefanie Fogel [09.27.16]
“One of the most important things is finding the core identity for a class and sticking to it,” says Blizzard designer Peter Whalen. "It’s also more fun if all of the classes are very powerful."
Console/PC, Smartphone/Tablet, Design

Take a close look at the level design of some exceptional Zelda games 2
by Bryant Francis [09.26.16]
The two Zelda games released on the Game Boy Color have some seminal lessons for level designers---at least, that's what YouTube critic Mark Brown argues in his latest episode of Boss Keys.
Console/PC, Design, Video

Blog: A dev pipeline for large 2D backgrounds 1
by Gamasutra Community [09.26.16]
We give some insights into how we get a finished drawing of a scene into our the game engine of Unforeseen Incidents.
Art, Design

Don't Miss: Why are so many devs employing a retro '90s aesthetic? 28
by Joel Couture [09.26.16]
In this timeless feature we talk to developers of Back in 1995, MacBat 64, Racing Apex, morphê, and Else Heart.Break(), games designed to look as if they were made for the PS1 or the Sega Saturn.
Console/PC, Indie, Art, Design

Blog: Real-time narratives in story-focused games 6
by Gamasutra Community [09.26.16]
"In this post I cover what a real-time story is, talk about our main influences -- The Last Express and Sleep No More -- and discuss the design constraints we've chosen for the game."

Blog: A very long post about how to become a creator 8
by Gamasutra Community [09.26.16]
"Advice for young people who want to become creators of video games based on over 20 years in the industry. It's advice in a blog post, and therefore to be considered dubious until proven otherwise."

7 games with entertaining fail states that every dev should study 15
by Joel Couture [09.26.16]
Death where is thy sting? Many games have such clever and entertaining fail states that you practically look forward to your next untimely demise. We spoke to several devs about their favorites.
Console/PC, Indie, Design

Video Game Deep Cuts: Prague, Rogue, & FiveRP  
by Gamasutra Staff [09.25.16]
This Video Game Deep Cuts selection, picking top longform video game articles and videos of the week, looks at everything from Prague in the latest Deus Ex to Roguelike Celebration & GTA V mods.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Don't Miss: 20 Atari games every designer should play 10
by John Harris [09.23.16]
Check out this classic 2008 feature from Gamasutra about 20 timeless Atari games showcasing intriguing mechanics or design decisions that modern game developers should study and learn from.
Console/PC, Design

Q&A: Implementing and balancing traversal mechanics in Grow Up 1
by Chris Kerr [09.23.16]
"We had a vision of an unbounded planet very early on, a place where BUD could explore a world from any angle in any way without linearity."
Console/PC, Design, Video

Get expert advice on implementing great VR hand-tracking at VRDC  
by Staff [09.23.16]
Veteran game developer Matt Newport is now chief technology officer at VR firm Osso VR, and at VRDC he'll be running down the finer points of great, accurate hand-tracking in VR game and experiences.
VR, Design

Open the pod bay doors and join us for a developer stream of Event[0]  
by Staff [09.23.16]
I can’t let you do that Dave. But I can let you join us for a stream of Event[0] today at 3PM EST on our new Twitch channel, where we'll be interviewing the developers of the new AI conversation game.
Console/PC, Design, Video

PR crises and insecure AI: This week in video game blogging  
by Gamasutra Community [09.23.16]
This week, guest curator Taylor Hidalgo brings together some developers' perspectives shared in the world of games blogging.
Design, Production

Blog: Building MMO communities using economics 6
by Gamasutra Community [09.23.16]
"Community is something of a mystical beast hunted by game studios around the globe. In this article I show how and why economics is the right tool to build the desired community."
Design, Business/Marketing

Beyond the sea: Devs look back at the influential BioShock 2  
by Bryant Francis [09.23.16]
We caught up with some of the developers from BioShock 2 for lessons and memories from the game's development.
Console/PC, Programming, Design, Production, Video

Sony Santa Monica and WIGI step up to help Girl Scouts earn game dev patch  
by Bryant Francis [09.22.16]
Sony Santa Monica is teaming up with Women In Games International to host a set of game design workshops for the Girl Scouts of Greater Los Angeles to help them earn patches in game design.
Console/PC, Design