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October 26, 2016
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Updates » Design
Making a chatbot that drives a narrative in sci-fi exploration game Event[0]  
by Katherine Cross [09.22.16]
"I can imagine a (very near) future where we generate entire narrative structures based on the player's personal traits and choices," says Ocelot Society co-founder Sergey Mohov.
Console/PC, Indie, Programming, Design, Video

Tomorrow is the deadline to submit talks for the Summits and VRDC at GDC 2017!  
by Staff [09.22.16]
The call for talk submissions for the VRDC and the specialized Summits that help open the 2017 Game Developers Conference closes this Friday, September 23rd at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Get some taste! Let's stop making bland games 1
by Gamasutra Community [09.22.16]
Can taste be learned and acquired? I think you can and should learn to discern your own sense of taste, if you want to make compelling media.

Blog: Is going multiplatform a good idea? 2
by Gamasutra Community [09.22.16]
This entry is about the pros, cons, and many struggles during the creation of indie studio Running Wastelands Interactive's multiplatform 4X strategy game, Planar Conquest.
Design, Production, Business/Marketing

Postmortem: Steve Jackson's Sorcery! series by Inkle 3
by Jon Ingold [09.22.16]
Jon Ingold, the narrative director and co-founder of inkle, discusses the iterative process of turning Steve Jackson's beloved Sorcery! gamebooks into a series of well-received video games.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Video

The realities of being a game designer in a big studio like BioWare 7
by Kris Graft [09.21.16]
James Ohlen has been in the game industry for a while now – 20 years just at BioWare. Today, he’s design director of the EA-owned developer, looking over franchises like Mass Effect and Dragon Age.

A 'key' tip about keys and doors from BioShock's lead level designer 3
by Bryant Francis [09.21.16]
Former BioShock lead level designer Bill Gardner explains why you should think carefully about how players' path to a puzzle can influence their desire (and ability) to solve it.
Console/PC, Design, Video

Get a job: Irrational, Sony and more now hiring on Gamasutra's Job Board!  
by Staff [09.21.16]
From Irrational Games to Disruptor Beam to Sony itself, here are just a few of the many great job openings you'll find over on Gamasutra's industry-leading job board!
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Recruitment

Don't Miss: Jesse Schell speaks to games' power for peace 3
by Leigh Alexander [09.21.16]
In a moving keynote at the 2011 Games for Change event, veteran game dev Jesse Schell advocated games' power to create peace, and the concept of media as an expression of care for others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Submit talks to the GDC 2017 Mobile Summit now!  
by Staff [09.21.16]
The popular Smartphone & Tablet Games Summit at GDC is now the Mobile Summit, and to celebrate organizers of the 2017 Game Developers Conference are calling for great talk submissions!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Q&A: The state of the indie game industry from the view of an indie publisher 2
by Kris Graft [09.21.16]
Indie game publisher Versus Evil has worked with developers behind games like The Banner Saga, Bedlam, and Guild of Dungeoneering. General manager Steve Escalante shares his insight into the business.
Indie, Art, Design, Production, Business/Marketing

How Nintendo devs grappled with making the first 3D Mario game 2
by Alex Wawro [09.21.16]
"Implementing jumping in 3D is really difficult," says Miyamoto in newly-translated Super Mario 64 chats. "We had to design the levels so that as long as your jump was 'close enough', you’d make it."
Console/PC, Design, Production

Magic Leap's 'chief game wizard' has big ideas for the mixed reality future 2
by Kris Graft [09.21.16]
Graeme Devine was enjoying his time away from games, walking his dog along the beach in Santa Cruz, California. He was essentially retired. But then he got a call from a startup called Magic Leap.
VR, Design

Come out to VRDC and learn how to make VR/AR truly accessible  
by Staff [09.21.16]
At the standalone Virtual Reality Developers Conference this November a panel of experts will gather to discuss just that in a session titled "For Every Gamer: Making VR and AR Truly Accessible."
VR, Design

Alt.Ctrl.GDC needs your unique alternative controller games!  
by Staff [09.21.16]
The ever-popular ALT.CTRL.GDC is returning for GDC 2017, and seeking submissions until Dec. 2nd for one-of-a-kind game peripherals, contraptions and novelties which enhance game experiences!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Capturing the essence of skyscraper management in Project Highrise  
by Lena LeRay [09.21.16]
"It's a chaotic system: small changes can cascade into large and unforeseen impacts, but also the use of the building by inhabitants causes constant flux and change."
Console/PC, Indie, Design, Video

Cinematic editing techniques in '90s TV drama-inspired Virginia  
by Chris Kerr [09.21.16]
"I've never worked on a film project, but it does feel like we're editing a film. We're making certain creative decisions at this stage of a project that I would never have done on another project."
Console/PC, Indie, Design, Production, Video

Blog: Lessons from our alternate reality game, Skulldug!  
by Gamasutra Community [09.21.16]
Skulldug! designer Jon Gill shares what his two-man tabletop studio learned when they created and ran a promotional alternate reality game for their crowdfunding backers.
Design, Business/Marketing

Blog: Building multi-platform solutions with MonoGame  
by Gamasutra Community [09.21.16]
A high level walkthrough the new MonoGame Content Pipeline and Builder tool, with handy tips and tricks on how to make the best of it.
Programming, Design

Get a job: Be a Senior World Builder at Irrational Games  
by Staff [09.20.16]
"The studio formerly known as Irrational Games" is looking for a Senior World Builder with design experience to help "craft and create our worlds" alongside the team in Westwood, Mass.
Console/PC, Design, Recruitment