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January 17, 2017
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Updates » Design
Video: Building a better jump (with math!) 1
by Staff [12.15.16]
At the 2016 Game Developers Conference earlier this year,†Minor Key Games' Kyle Pittman shared a programmer-friendly, mathematical approach to making better jump systems in platformer games.
Console/PC, Indie, Programming, Design, Video, Vault

Super Mario Run: Five first impressions 4
by Bryant Francis [12.15.16]
Gamasutra contributing editor Bryant Francis shares some first key thoughts about Nintendo's first big jump onto mobile.
Smartphone/Tablet, Design, Business/Marketing

Gamasutra's Best of 2016: Katherine Cross' top 10 games  
by Katherine Cross [12.15.16]
Gamasutra contributor Katherine Cross names her 10 favorite games of the previous year.
Console/PC, Indie, Art, Design

Game devs, sharpen your UX design skills at GDC 2017  
by Staff [12.15.16]
Electronic Arts' Paul Rybicki is a veteran game maker, and at GDC next year he'll be sharing some critical design wisdom in his UX Summit talk on "UX Methodologies for Holistic Product Design."†
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Unity releases virtual reality toolkit, EditorVR  
by Chris Kerr [12.15.16]
"This is just Unity's normal UI system. So as a developer you're not building anything new, you don't have to learn anything new."
VR, Design, Production, Video

Blog: On champion diversity in League of Legends 5
by Gamasutra Community [12.15.16]
Do we think champ diversity is important to players? Is it important to Riot? How does it stack rank with the rest of our goals? League of Legends design director Greg Street asks and answers.
Console/PC, Design

Blog: Designing for player comfort in virtual reality  
by Gamasutra Community [12.15.16]
Room-scale virtual reality is one of the most exciting design features to come to the table with VR design. So, let's make sure our players are comfortable in each experience.
VR, Design

Blog: Engineering a super spy in I Expect You To Die  
by Gamasutra Community [12.15.16]
This blog post will focus on how our engineering team tackled some key challenges in VR to create a unique and immersive world of espionage.
VR, Programming, Design

Why porting Bastion was an emotional 'big deal' for Supergiant Games  
by Bryant Francis [12.14.16]
According to Bastion Supergiant Games Greg Kasavin, putting a game out in the world can be like raising a kid---and that means getting nervous when someone else has to take care of it.
Console/PC, Design, Video

Interplay founder donates game dev documents to The Strong museum 1
by Alissa McAloon [12.14.16]
Interplay Entertainment founder Brian Fargo has donated a sizable collection of documents and design materials from his days at Interplay to The Strong, including development discs and game proposals.
Console/PC, Design, Business/Marketing

Don't Miss: Mastering the art of composition in level design 17
by Staff [12.14.16]
A comprehensive look at what goes into creating first-person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Design

We're playing Bastion's Xbox One port with Greg Kasavin at 3PM EST  
by Bryant Francis [12.14.16]
Supergiant Games may be plugging away on Pyre, but they've also just released a port of Bastion for Xbox One. Come chat with Greg Kasavin about the business of ports and indies in 2016!
Console/PC, Design, Video

Best of 2016: Creating Dying Light's Natural Movement system 3
by Gamasutra Community [12.14.16]
Earlier this year, the Techland team served up an immensely detailed breakdown of Dying Light's parkour-inspired Natural Movement system.
Console/PC, Programming, Design

Blog: Designing side-scrolling action platformer, Gunvolt - Part 2  
by Gamasutra Community [12.14.16]
Yacht Club Games programmer David D'Angelo gives us a closer look at the nitty gritty game dev behind Inti Creates' action platformer, Gunvolt.
Console/PC, Programming, Design

Blog: Reinventing digital play for the theatre 3
by Gamasutra Community [12.14.16]
Alistair Aitcheson discusses his show's award-winning first run, his design goals, and the lessons learned reinventing games for the stage.
Art, Design

Bethesda game director Todd Howard to be inducted into the AIAS Hall of Fame 1
by Chris Kerr [12.14.16]
The Academy of Interactive Arts and Sciences†has named Bethesda creative director Todd Howard as its 22nd Hall of Fame recipient
Design, Business/Marketing

Blog: Can we fix escort mission game design? 7
by Gamasutra Community [12.14.16]
Escort missions are almost universally hated, but is there a way to make them better?

5 events that impacted the game industry in 2016 3
by Alex Wawro [12.14.16]
From Vivendi's hostile takeover efforts to Tencent's $8.6 billion Supercell buy, Gamasutra considers how some of the most significant events of 2016 will impact our industry for years to come.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Best of 2016: Jonathan Blow on The Witness and the state of indie games 13
by Lexi Pandell [12.13.16]
'I have spent all the Braid money, thatís all gone. So... hopefully some people will buy this new game,' said Blow in a popular, wide-ranging conversation published earlier this year.
Indie, Design, Production, Business/Marketing

Blog: Turning good ideas into game design masterstrokes - Part 1  
by Gamasutra Community [12.13.16]
I give examples on how designers have taken simple elements in games and turned them into masterpieces and showing that they are something we can all learn from.
Design, Production