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July 26, 2016
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July 26, 2016
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Doom and game design in 2016: The influence of hellbound user-gen content 1
by Bo Moore [07.13.16]
A recent Doom SnapMap MOBA got us thinking about the past, present, and future of user-generated content and mods based on Id Software's seminal first-person shooter franchise.
Console/PC, Programming, Design, Student/Education, Video

Blizzard nixing hero stacking in Overwatch competitive play  
by Chris Kerr [07.13.16]
Blizzard is about to make a major change to Overwatch's fledgling competitive play mode with the introduction of a one-hero limit. 
Console/PC, Design

Blog: A player in motion will stay in motion - 'Newtonian' engagement in games 1
by Gamasutra Community [07.13.16]
"Why are some games better than others at getting us to just keep playing without taking a break?" asks video game psychologist Jamie Madigan.
Design

Blog: Free historical data on the game industry!  
by Gamasutra Community [07.13.16]
Thanks to a request on social media, the (formerly expensive!) Game Developer Research files on top 20 publishers/developers, the state of game development, and more are being made available for free.
Business/Marketing, History

Platinum Games exec says studio needs own IP to gain true independence  
by Bryant Francis [07.12.16]
Platinum Games cofounder Atsushi Inaba tells UsGamer that the company's licensed games push is a short-term business model, and it'll need to produce original game ideas in order to succeed.
Console/PC, Production, Business/Marketing

Blizzard casts silence on abusive World of Warcraft players 1
by Bryant Francis [07.12.16]
Blizzard's new silencing tool will prevent abusive players from participating in open chat channels, as well as some of World of Warcraft's other key social features.
Console/PC, Production

A breakdown of the drink choice mechanic in Sukeban games' VA-11 HALL-A  
by Katherine Cross [07.12.16]
“At its heart,” says writer and programmer Fernando Damas, “the drink mixing system is really simple. It's like a dialogue choice menu where you don't know how many options there are.”
Console/PC, Indie, Programming, Design

Video: Escaping the Holodeck - Storytelling in VR and AR games  
by Staff [07.12.16]
At GDC 2016's sibling conference VRDC, narrative designer Rob Morgan spoke to how storytelling techniques perfected in AR can help overcome the challenge of creating "emotional immersion" in VR.
VR, Design, Video, Vault

Nearly 4 months later, Oculus says all Rift pre-orders have shipped  
by Alex Wawro [07.12.16]
Heads up, VR devs: Oculus has finally shipped Rift headsets to everyone who pre-ordered one, nearly four months after launch, and now it's laid out dates for this year's Oculus Connect dev conference.
VR, Business/Marketing

Don't Miss: How Blizzard designs and animates Overwatch heroes  
by Staff [07.12.16]
Overwatch has its first new hero today with the release of support sniper Ana, so it's a good time to look back at this talk from Blizzard's David Gibson on how Overwatch heroes are designed/animated.
Console/PC, Art, Design, Production

Tracing Pokémon Go's roots back to the '90s MMORPG Meridian 59  
by Alex Wawro [07.12.16]
In a new interview with Game Informer Niantic founder John Hanke traces the roots of Pokémon Go predecessor Ingress back to his work on '90s MMORPGs, including Meridian 59.
Social/Online, Design

Blog: Rocket Rascal mobile game postmortem 3
by Gamasutra Community [07.12.16]
What went right, what went wrong, and what was somewhere in between in the development of iOS and Android game Rocket Rascal.
Smartphone/Tablet, Indie, Design, Business/Marketing

Sega Saturn's DRM cracked almost 23 years after launch 1
by Chris Kerr [07.12.16]
Disc drive failure is no longer the end of the road for the Saturn, as an engineer has found a way to run games and other software straight from a USB stick.
Console/PC, Programming, Video

Blog: Designing contextual storytelling in a 'metroidvania'-style game 1
by Gamasutra Community [07.12.16]
Game designer Thais Weiller talks about her work on the well-received "metroidvania"-style game Odallus: The Dark Call, and how "show, don't tell" was a key guideline.
Console/PC, Indie, Design

Monument Valley lead designer forms new studio, Mountains  
by Chris Kerr [07.12.16]
"I'm excited to be drawing from all my experiences across different roles in order to build a more creative and healthier type of games company."
Indie, Business/Marketing

Niantic acknowledges Pokémon Go security fears, says fix is imminent  
by Chris Kerr [07.12.16]
Pokémon Go developer Niantic has looked to calm fears it could be using the game to access highly personal Google account data. 
Smartphone/Tablet, Business/Marketing

Blog: Finding the visual style for your game - a few tips for young artists 1
by Gamasutra Community [07.12.16]
A developer behind the indie game Flat Kingdom explains how his team came to the game's unique oragami-inspired "flat" visuals.
Indie, Art, Design

Blog: Launch day lessons from indie game Goblins and Grottos 4
by Gamasutra Community [07.12.16]
From Reddit AMAs to media coverage, here are lessons learned from the Steam launch of "comedy puzzle platformer" Goblins and Grottos.
Console/PC, Indie, Business/Marketing

AR is an MMO: The social and ethical implications of Pokemon Go 4
by Gamasutra Community [07.12.16]
"In the wake of Pokemon Go, it's a wise idea to look at the history of MMOs and virtual worlds for lessons learned," says online game veteran Raph Koster
Social/Online, Design

Rocket League adding loot crates but won't support third-party gambling  
by Bryant Francis [07.11.16]
Psynoix confirmed that unlockable loot crates are on the way for the rising eSport game, but they don't aim to replicate Valve's crate system.
Console/PC, Production, Business/Marketing