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July 23, 2016
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July 23, 2016
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Updates » Design
Blog: VR development tips 3
by Gamasutra Community [06.15.16]
A virtual reality game developer offers some tips for Vive, and general VR philosophies to follow.
VR, Design

Blog: A simple 10 minute UI litmus test 4
by Gamasutra Community [06.15.16]
Some tips and tricks for gauging the effectiveness of your UI through a simulated experience of a new user.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

UX Deep Dive: Painful reality of building FPS experiences on mobile 6
by Gamasutra Community [06.14.16]
A deep look at UX challenges on mobile that hinder the conventional FPS experience, and how mobile developers are trying to get around them.
Design

Postmortem: Paradox Development Studio's Stellaris 4
by Henrik Fåhraeus & Rikard Åslund [06.14.16]
Game director Henrik Fåhraeus and project lead Rikard Åslund take us through the making of Paradox Development Studio's epic 4X space strategy game Stellaris
Console/PC, Indie, Programming, Art, Design, Production, Video

Kojima Productions reveals new game Death Stranding at E3 2
by Chris Baker [06.13.16]
Hideo Kojima appeared on stage at Sony's E3 press conference to unveil a trailer for Kojima Productions' new game, its first since parting ways with Konami. The game will be called Death Stranding.
Console/PC, Art, Design, E3

Apple opens its Siri voice assistant up to devs via new API  
by Alex Wawro [06.13.16]
Apple's annual WWDC dev event kicks off today, and as part of the proceedings the company has announced plans to open its extant iOS voice assistant, Siri, up to third-party developers via an upcoming API.
Smartphone/Tablet, Design

Get storytelling tips and advice from a Pixar vet at GDC Europe  
by Staff [06.13.16]
Pixar's Matthew Luhn has worked on everything from Toy Story to Finding Nemo and Up. Now he's coming to GDC Europe to share his wisdom with developers looking to tell great stories in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Europe

Blog: Breaking down a puzzle design in The Guest 4
by Gamasutra Community [06.13.16]
Here I talk about the game design decisions in one of the puzzles of our most recent game The Guest, a first-person exploration game.
Design

Blog: Designing Diversity in Fairy Tale 4
by Gamasutra Community [06.13.16]
"Learn more about how our vibrant character ecology intends to handle personalities and relationships."
Design

Does Overwatch have what it takes to become a popular eSport? 2
by Bryant Francis [06.13.16]
What does it take to transition from popular online multiplayer game to successful eSport? We asked a few developers with multiplayer backgrounds for their opinion on Overwatch's chances.
Console/PC, Art, Design

To run WoW legacy servers, Blizzard must reverse-engineer its own game 8
by Alex Wawro [06.10.16]
"In the past, there was no archiving of older data," World of Warcraft dev Tom Chilton tells Kotaku. "And so as data changed, we effectively lost that stuff to history."
Social/Online, Design

Don't Miss: How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.10.16]
This fascinating, timeless excerpt from Gabe Durham's terrific book about the NES game Bible Adventures lays out the backstory of another one of the most idiosyncratic FPS games ever made.
Console/PC, Design, History, Video

Blog: Reason-based choice and Far Cry 4 4
by Gamasutra Community [06.10.16]
Psychologist Jamie Madigan examines how a simple choice of words and a little psychology can bias your choices in video games, such as what NPC factions to support.
Console/PC, Design

Postmortem: Stoic Studio's The Banner Saga 2 6
by John Watson [06.10.16]
"Not a single member of our team is in the same room. We are spread out across the entire globe, from Australia, every time zone of North America, Europe, and reaching all the way to Russia."
Programming, Art, Design, Production

Get a job: Respawn seeks a Camera Designer for a Star Wars game 1
by Staff [06.09.16]
The studio that made Titanfall is looking to hire a camera designer to contribute to a new 3rd-person, "action-adventure" Star Wars game at Respawn's Chatsworth, CA studio.
Console/PC, Design, Recruitment

Opinion: Games that cleverly incorporate texting and web browsing 1
by Katherine Cross [06.09.16]
There are just a few games have managed to accurately convey how people use texting and the Internet in their everday lives. They’re intriguing examples for how we might tell stories for a digital age.
Console/PC, Indie, Design

Blog: Breathing life into NPCs - A psychological angle 3
by Gamasutra Community [06.09.16]
Cognitive psychology research Florent Levillain examines which movement patterns give a convincing impression of life and intelligence to non-player characters.
Design

Valve releasing free virtual reality world-builder, Destinations  
by Chris Kerr [06.09.16]
"Content creators will be able to use the Source 2 game engine, the same engine that Valve uses to create its own games and experiences, to create and share their own worlds"
VR, Console/PC, Programming, Design

Intrinsic vs. extrinsic rewards in game design: Why you need both 1
by Gamasutra Community [06.09.16]
Ubisoft Toronto senior game designer Matthew Jackson takes a look at the inherent value that both intrinsic and extrinsic rewards in video games provide.
Design