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December 8, 2016
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Updates » Design
Blog: Weapons as characterization tools in Destiny 4
by Gamasutra Community [11.10.16]
Data scientist Anders Drachen looks at player profiles from Destiny and shows how weapon use is a powerful characterization indicator in the game.
Console/PC, Design

Blog: Intermedia translation in video games  
by Gamasutra Community [11.10.16]
When translating a story from any medium into a game, there's a lot to consider. What do you keep? What do you discard? What does that mean for players? Here, I look at some examples, including my own.
Design

Filling Luna's touchable VR gameworld with 'juicy' feedback  
by Lena LeRay [11.10.16]
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
VR, Console/PC, Indie, Art, Design, Production, Video

Get a job: MZ is hiring a Systems Designer  
by Staff [11.09.16]
MZ is seeking a Systems Designer to design new features and content for mobile games in Palo Alto, California.
Smartphone/Tablet, Design, Recruitment

Creating textures for a remastered game comes with a new set of challenges  
by Alissa McAloon [11.09.16]
Freelance CG artist Ana M. Rodriguez explains her process for creating textures in a game like Bioshock: The Colection and talks about how working on a remaster differs from creating new assets.
Console/PC, Art, Design

Don't Miss: Fran Bow and the appeal of the ambiguous ending  
by Staff [11.09.16]
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Console/PC, Indie, Design

Standout titles from Melbourne International Games Week  
by Katherine Cross [11.09.16]
During my time at Melbourne International Games Week, a few titles stood out to me, which deserve special mention.
Console/PC, Indie, Design

Blog: Systemic feedback in competitive games  
by Gamasutra Community [11.09.16]
"The draw of competitive games is tied to their ability to let players gain competence by playing. This iterative learning process is based on cycles of actions and feedback."
Design

Blog: Implementing buffering in Unity multiplayer 6
by Gamasutra Community [11.09.16]
Let's look into how we can implement input buffering for a multiplayer Unity game, which gives us more control over how we utilize network bandwidth.
Programming, Design

Blog: The beautiful drawings behind Super Mario Bros. sprites  
by Gamasutra Community [11.09.16]
Game consultant Bryan Cashman compares some new design drawings from Super Mario Bros. and makes some remarkable finds.
Art, Design

Blog: Dissecting randomness in games  
by Gamasutra Community [11.08.16]
"In this post I break down randomness by its objective features that exist in all random elements and examine how these fields and parameters may interact and be balanced."
Design

CCP: Outlawing in-game gambling protects the EVE Online experience 3
by Alissa McAloon [11.08.16]
The company updated its EULA to include a zero tolerance for gambling operations that use EVE Online asstes as it prepares to switch the game to a freemium business model.
Console/PC, Social/Online, Design, Business/Marketing

Don't Miss: Using systems to explain systemic problems in Parable of the Polygons 7
by Staff [11.08.16]
Take a look at this interview from 2014 where Niki Case and Vi Hart talk about the design and intent behind the interactive article Parable of the Polygons.
Console/PC, Indie, Programming, Design

How Thumper uses striking visuals to complement gameplay at every turn  
by Alissa McAloon [11.08.16]
The rhythmic action game uses its unique visual style to create a sense of urgency and speed while still clearly and quickly communicating important info to players.
Console/PC, Indie, Art, Design

Get VR game dev advice from VR veteran Jesse Schell at GDC 2017  
by Staff [11.08.16]
Jesse Schell has been teaching VR game design for over a decade, and as part of the special VRDC @ GDC next year he'll be delivering a talk entitled "Lessons Learned from a Thousand Virtual Worlds."
VR, Design, GDC

Blog: Accessibility in Dialogue: A Writer's Story  
by Gamasutra Community [11.08.16]
We have a look at some of the things we did, as a two-person indie team, to make Dialogue more accessible.
Design

The challenges of porting XCOM 2 to consoles 3
by Alan Bradley [11.08.16]
"It was like trying to recreate a very complex painting in a completely different medium, says lead producer Garth DeAngelis
Console/PC, Design, Video

Get a job: Boss Key Productions is hiring a Multiplayer Level Designer  
by Staff [11.07.16]
Boss Key Productions is seeking a Multiplayer Level Designer with a strong aptitude for critical thinking and analysis, outstanding people skills, and a strong visual aesthetic in Raleigh, NC.
Console/PC, Indie, Design

The tug-of-war between gameplay and narrative in Call of Duty: Infinite Warfare  
by Alissa McAloon [11.07.16]
After working on games like The Last of Us, Taylor Kurosaki became the narrative director at Infinity Ward and set his sights on elevating Call of Duty's campaign to new heights.
Console/PC, Design

Don't Miss: Level design basics from a Call of Duty modder turned pro 3
by Staff [11.07.16]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Design