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January 16, 2017
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Updates » Design
Blog: History of the RGB color model 4
by Gamasutra Community [12.12.16]
I'm going to look at the history of the science of human color perception science leading up to the new HDR video standards and also try to explain some of the terminology that is commonly used.
Art, Design

Gwent designer joins Techland to work on new project  
by Alissa McAloon [12.12.16]
Damien Monnier, who worked on games like The Witcher 3 and Gwent, has left CD Projekt Red to work at another notable Polish game studio.
Console/PC, Design

Here are your juries for the IGF 2017 Design, Audio, and Narrative awards!  
by Staff [12.12.16]
A diverse array of lauded developers and industry professionals make up the juries of the GDC 2017 Independent Games Festival, who will decide the finalists for next year's awards.
Indie, Audio, Design, IGF

At GDC you'll see how the RimWorld devs succeeded by doing everything wrong  
by Staff [12.12.16]
At GDC 2017, RimWorld game director Tynan Sylvester will look at how, as a developer, you can find unique value by doing things that are commonly assumed to be wrong, impossible, or ridiculous.
Indie, Design, GDC

Blog: Designing powerful F2P monetisation patterns using 'behavioural economics' 4
by Gamasutra Community [12.12.16]
A close look at some seemingly unconventional monetisation patterns in F2P games, designed using Behavioural economics that work incredibly well.
Design, Business/Marketing

Blog: The 'zeroth-person' perspective in VR 3
by Gamasutra Community [12.12.16]
Giant Cop design director Marc McGingley discusses the idea of the 'zeroth-person' perspective in virtual reality.
VR, Indie, Design

Gamasutra's Best of 2016: The top 10 game developers of the year 8
by Gamasutra Staff [12.12.16]
As the holidays approach, it's once again time for our annual picks for Gamasutra's top 10 developers of the year. Nailing down the list of selections was as tough as ever.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production

Developers explain why they love the small details of Final Fantasy XV 2
by Bryant Francis [12.09.16]
All the small things about Final Fantasy XV are important, from the selfies to Florence and the Machine's cover of Stand By Me. Three developers explain why.
Console/PC, Design, Video

Best of 2016: Building truly cooperative play in Overcooked 5
by Staff [12.09.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design

Get a job: Demiurge Studios is hiring a UX Design Lead for Mobile  
by Staff [12.09.16]
Demiurge Studios is looking for a UX Design Lead to conceive, specify, implement, and tune user experiences in Cambridge, Massachusetts.
Smartphone/Tablet, Design, Recruitment

Don't Miss: The tricky design problem of Soma's memorable monsters 2
by Staff [12.09.16]
Mechanical and strict, or random and fuzzy? Frictional Games creative director Thomas Grip shares his approach to creating the unique monsters of existential nightmare, Soma.
Indie, Design

Game devs react to Final Fantasy XV today at 3:15 PM EST  
by Bryant Francis [12.09.16]
We're talking to four game developers from across the industry to hear their thoughts on what Final Fantasy XV has to offer to the development community.
Console/PC, Design, Video

'I keep making games because people keep playing games' - Shigeru Miyamoto 1
by Kris Graft [12.09.16]
As the game industry, technology, and player behavior evolve, Nintendo’s Shigeru Miyamoto understands the importance of keeping up with the times.

Blog: Steep, Watch Dogs 2, and the GTA with no guns 4
by Gamasutra Community [12.09.16]
How do you go about making a fun open-world game that doesn't have combat at its core? We want to tell more diverse stories to reach new audiences, and the key for that may lie in systems design.
Console/PC, Design

Blog: How environment layout affects difficulty 7
by Gamasutra Community [12.09.16]
A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.
Programming, Design

Best of 2016: Unprecedented raw footage of Japan's game industry 5
by Gamasutra Community [12.08.16]
This collection of videos from John Szczepaniak's recent documentary shine a light on the forgotten history of Japanese game development, proving to be one our most popular posts of the year.
Console/PC, Design, Production, History

Blog: Designing games for eSports 4
by Gamasutra Community [12.08.16]
League of Legends maker Riot plans to sell the eSports distribution rights to their game for nearly $100M a year. But how can other developers and investors get a piece of the eSports action?

Lucasfilm ILMxLAB engineers break down VR's accessibility issues at GDC 2017  
by Staff [12.08.16]
In their GDC 2017 talk, ILMxLAB's Hannah Gillis and Ben Peck will jumpstart the accessibility conversation within the VR dev community and share lessons learned, as well as areas for improvement.
VR, Design, GDC

GDC 2017 will host a Classic Game Postmortem of The Oregon Trail!  
by Staff [12.08.16]
Oregon Trail co-creator and educational software vet Don Rawitsch will be delivering a Classic Postmortem of the world's best-known educational game at GDC 2017 next year!
Console/PC, Programming, Art, Audio, Design, Production, GDC

Best of 2016: Staying happy, creative, productive in the world of game dev 1
by Bryant Francis [12.08.16]
"A dream job still has to be a job. I learned pretty quick to be passionate about the work when creating it, but to be dispassionate with a dozen dissenting opinions pushing back on it."
Design, Production