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August 26, 2016
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August 26, 2016
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Updates » Social/Online
Blog: Understanding (and trying to avoid) player outrage 3
by Gamasutra Community [06.07.16]
Trendy Entertainment (Dungeon Defenders II) design director Daniel Haddad takes a look at how developers manage to cause community uproar, and how to meet player expectations in your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Runescape dev builds 'World 666' to celebrate decade-old glitch massacre  
by Alex Wawro [06.06.16]
Jagex adds a new world to Runescape Old School, World 666, as a tongue-in-cheek celebration of an infamous glitch that caused several players to go on an in-game player-killing spree ten years ago.
Social/Online, Business/Marketing

Overwatch gets Facebook Login and live streaming functionality  
by Chris Kerr [06.06.16]
"Blizzard games are best when played with friends, so it's important to us to provide our players with features and services that make it easy and fun to share their experiences with each other."
Console/PC, Social/Online, Business/Marketing

Frontier inadvertently drives Elite: Dangerous AI to create superweapons 2
by Alex Wawro [06.03.16]
Frontier's recently-released Elite: Dangerous expansion had the unexpected consequence of empowering the AI to merge weapons and abilities, creating ad hoc superweapons that now threaten players.
Social/Online, Production

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [06.03.16]
In this classic feature, game developer Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games, adding his own new principle along the way. What principles would you add?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Get cutting-edge tips on building great game backends at GDC Europe  
by Staff [06.03.16]
Come out to GDC Europe in Germany this August and catch a lightning-hot Programming talk from backend developer Kevin Daniel Setiono on the design of cutting-edge video game backend architecture.
Social/Online, Programming, GDC Europe

Overwatch surpasses 7 million players in just over a week 3
by Alex Wawro [06.02.16]
It's a bit interesting, isn't it, that Blizzard is choosing to crow about the number of people playing Overwatch, rather than the number of copies sold.
Social/Online, Business/Marketing

Video games are evidence we're living in a simulation, says Elon Musk 30
by Alex Wawro [06.02.16]
Based on the rapid progress of video game technology in the last 40 years, SpaceX and Tesla Motors chief Elon Musk argues that we have good reason to think we're actually in someone else's video game.
Social/Online, Business/Marketing

Blog: 'I'm not addicted. I'm connected!' 3
by Gamasutra Community [06.02.16]
Products that successfully meet our need to connect with other humans are enjoying huge success, but the game industry has failed to adapt to this golden opportunity.
Social/Online, Smartphone/Tablet

Don't Miss: Mastering the art of composition in level design 16
by Staff [06.01.16]
A timeless rundown of 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.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

GDC Europe: Learn game design tricks to keep players immersed in a story  
by Staff [06.01.16]
At GDC Europe, longtime game designer Mata Haggis will deliver an intriguing talk on the many small design choices made to amplify the narrative of Fragments of Him through player interactions.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Europe

Designing (and improving) Overwatch's 'Play of the Game' highlights 6
by Alex Wawro [05.31.16]
"From a technical standpoint, it's a really hard problem to have a computer figure out what is cool," Blizzard's Rowan Hamilton tells GameSpot in a chat about Overwatch's "Play of the Game" moments.
Console/PC, Social/Online, Design

Don't Miss: Designing and structuring great boss battles 30
by Mike Stout [05.31.16]
In this timeless feature, designer Mike Stout breaks down the boss battle into 8 different beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Come to GDC Europe and get practical tips on surviving your startup  
by Staff [05.31.16]
EEDAR cofounder and IEP president Greg Short has a long career in the game industry, and at GDC Europe he'll deliver a talk on "How to Survive Your Start-up."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

Unity drops mobile fees, debuts new 'Plus' plan in a bid to expand its reach 25
by Alex Wawro [05.31.16]
Unity's big changes include a new mid-tier pricing plan, Unity Plus, as the cost of Unity Pro rises & all versions of Unity become capable of deploying games on iOS & Android at no additional cost.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Get a job: Cryptic Studios is hiring a Project Manager  
by Staff [05.27.16]
The Star Trek Online dev is currently seeking a Project Manager to work closely with programmers and game producers to organize and coordinate the development of the Cryptic game engine. 
Social/Online, Production, Recruitment

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Survivor error: Don't learn the wrong lessons from success  
by Gamasutra Community [05.25.16]
"When the focus is just on the things that fared well, it's easy to overlook certain traits that we take for granted. Sometimes, these are the qualities that end up being crucial towards the success of the end product!"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Rocket League update brings Steam cross-network play  
by Chris Kerr [05.25.16]
Rocket League has become the first Xbox One title to support cross-network play with a Steam PC game.
Console/PC, Social/Online

World of Warcraft PvP Gear: A radical rethink, explained 6
by Christian Nutt [05.23.16]
In a new blog post, World of Warcraft senior game designer Brian Holinka outlines a series of changes Blizzard is implementing in PvP gear for its next expansion pack, Legion.
Console/PC, Social/Online, Design