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February 10, 2016
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February 10, 2016
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Updates » Design
Game of War cloning case ends in public apology 1
by Alex Wawro [01.05.16]
Ember Entertainment has made a public apology for duplicating elements of Machine Zone's†Game of War: Fire Age†in its own game Empire Zin order to settle a $100 million copyright lawsuit.
Smartphone/Tablet, Design

Spider dev shares environmental storytelling tips at GDC 2016  
by Staff [01.05.16]
As we get closer to GDC 2016, conference officials reveal a new talk from Tiger Style's Randy Smith (Spider: Rite of the Shrouded Moon about advanced environmental storytelling in game design.
Smartphone/Tablet, Indie, Design, GDC

Riot grrrl game design 1
by Gamasutra Community [01.05.16]
On creating games in the spirit of the riot grrrl movement: "Because we will never meet the hierarchical standards of talented or cool, they are created to keep us out and if we ever meet them they will change."
Indie, Design

The Butt-Stab and the Bloody Baron Effect: Coining a new game dev lexicon 4
by Christian Nutt [01.04.16]
There are plenty of things we see in games over and over again -- but we don't have words for most of them. Thanks to Vlambeer's Rami Ismail, we're on our way to building a new lexicon.
Console/PC, Smartphone/Tablet, Indie, Design

Get a job: Be a Game Designer at Tynker 1
by Staff [01.04.16]
The folks at Tynker, an educational games startup in Mountain View, CA, are looking for a game designer to join their team and own the process of designing, adjusting and launching games for kids.
Console/PC, Smartphone/Tablet, Design, Recruitment

Don't Miss: Why Oculus believes hand tracking is the future of VR 9
by Alex Wawro [01.04.16]
Oculus is doubling down on "hand presence" -- touch and finger-tracking in VR, via Oculus Touch controllers -- as core to its game design ethos. In 2015 we chatted with CEO Brendan Iribe to learn why.
VR, Design

Design analysis: Destiny's Kings' Fall raid  
by Gamasutra Community [01.04.16]
An in-depth look at the design of the Destiny raid, with an eye toward exploring how the designers communicate with players about how they should do what they need to do.
Console/PC, Design

The case for Jim Henson 3
by Gamasutra Community [01.04.16]
"I love storytellers like Henson who give us bad-bad guys. Evil characters that are still failures, or awkward, or uncomfortable."
Console/PC, Indie, Design

Q&A: Jonathan Blow on The Witness and the state of indie games 13
by Lexi Pandell [01.04.16]
'I have spent all the Braid money, thatís all gone. So... hopefully some people will buy this new game.'
Console/PC, Indie, Design, Production, Business/Marketing, Video

7 uses of procedural generation that all developers should study 2
by Richard Moss [01.01.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design

Game developers share their New Year's resolutions 6
by Staff [12.31.15]
We asked our Twitter followers what their industry-related New Year's resolutions for 2016 were. We were flooded with responses, and only a few of them were jokey stuff like '1080p or higher.'
Console/PC, Indie, Audio, Design, Production, Business/Marketing

Best of 2015: The story of Transformice, an indie game with 60M players 17
by Gamasutra Community [12.30.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Indie, Art, Design, Production, Business/Marketing

Get a job: Glu Mobile is hiring a Game Designer  
by Staff [12.30.15]
Kim Kardashian: Hollywood developer Glu Mobile is looking for a game designer to join their team in Long Beach, California and work on creating new "celeb games" for mobile platforms.
Smartphone/Tablet, Design, Recruitment

Why Eastern and Western mobile game map screens are so different 3
by Gamasutra Community [12.30.15]
"Western gamers love open world exploration. By looking into the map, there are so many areas before the players to explore. Looking into Chinese match-3 games, they offer more social features than Western games."
Smartphone/Tablet, Art, Design

Combat breakdown: The first encounter in The Legend of Zelda: A Link to the Past 8
by Gamasutra Community [12.30.15]
"We are going to step through the level design, the enemy design, and the overall combination of these elements to determine what Nintendo was trying to teach us in this moment of the game."
Console/PC, Design

Designing games that let livestream viewers take part in the play 5
by Joel Couture [12.30.15]
Robot Loves Kitty designs games in which stream viewers can take part and even change the outcome. 'This is a new genre in our minds, and we want to dive in,' says producer Alix Stolzer.
Indie, Design, Production

Here's the game lineup for GDC 2016's Alt.Ctrl.GDC showcase  
by Staff [12.29.15]
Game Developers Conference 2016 organizers have chosen 20 games (out of over 100 submissions!) for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Design, GDC

Video blog: Post-apocalyptic construction and the real Fat Man in Fallout 4  
by Gamasutra Community [12.29.15]
Historians Bob Whitaker and Jonathan Hunt discuss Fallout 4's depiction of nuclear war and the game's warped version of 1950s American culture.
Console/PC, Design

Can Zero Latency turn free-roam VR into Laser Tag 2.0? 1
by Richard Moss [12.29.15]
An Australian company describes how they've been refining a free-roam VR multiplayer game that they're offering to the public for circa US$60 per hour-long session.
VR, Design, Production, Business/Marketing, Video

Video: Creating the striking pop-up book world of Tengami  
by Staff [12.28.15]
Nyamyam's Jennifer Schneidereit speaks at GDC 2015 about the intriguing technical and design challenges faced in creating the environments of Tengami, an adventure game inside a virtual pop-up book.
Indie, Design, Video