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June 28, 2017
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Get a job: Respawn Entertainment is hiring a Sr. Level Designer
Respawn is looking for a highly skilled Senior Level Designer who will embrace its philosophy and share their hard-earned expertise to create an incredible experience for its players.
06.27.17 | News | Staff |  
Mechanics - Depth Knows Best
I talk about how it is better to invest in the depth of a mechanic over having 100s of mechanics. Showing how it is important to give players a chance to learn and grow with the mechanic. Enjoy
06.27.17 | Blog | Max Pears |  
Indie Post Mortem - Captain Kaon – Part One
After a long four years I've finally finished my game. Come this way and I'll share the highs and lows of development.
06.27.17 | Blog | James Buckle |  
Ease of use or how I made a game that my godmother could play.
In this article I will talk a little about the importance of ease of use in games and good tutorials. I also talk about how I developed my game Duo in a way that even my godmother could play it.
06.27.17 | Blog | Bruno Freitas |  
Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
06.26.17 | News | Jesse McGibney |  
Chat about good level design with the pros at 1PM EDT
We're experimenting with some level design in the SnapMap tool and talking about best practices for the field at 1PM EDT on Twitch.
06.26.17 | News | Bryant Francis |  
Get some great tips to improve your level design skills
Level design can be a tricky task, so we tried to improve our skills while getting great advice from some top-notch game developers from across the globe.
06.26.17 | News | Bryant Francis |  
Defaulting to Zero
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.
06.26.17 | Blog | Niklas Gray | 8 Number of Comments 
Creating You Are Not A Banana: Better Edition
I remade my debut game You Are Not A Banana. The Better Edition features lots of improvements based on player feedback. This article provides an overview of some of the new features, tips on the dev process, and links to handy tools/plugins.
06.26.17 | Blog | Brian Cullen |  
Video: How procedural level design works in Eldritch
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
06.25.17 | News | Staff |  
The Recipe AKA Game Design Doc (GDD)
To make The Mixture you need to know what effects will it have - same with the game. Define what it will be about, from the basics, keep it simple. To create a game you need to have The Recipe - a Game Design Document.
06.22.17 | Blog | Kajetan Szczepaniak | 2 Number of Comments 
Environment art isn't about 'making pretty things'...so, what's it about?
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
06.20.17 | News | Jason Hickey | 6 Number of Comments 
How Housemarque designed the vibrant bullet hell-scape of Nex Machina
Senior level designer Henri Mustonen explores how design decisions made for Nex Machina ultimately encourage players to explore and learn.
06.20.17 | News | Alissa McAloon |  
How Video Game Intros Define Titles
The introduction of a video game is a very big deal, and today's post looks at the three popular openings game designers use.
06.15.17 | Blog | Josh Bycer |  
Game Design Deep Dive: Creating the striking pixel art of Crawl
"Seeing such modern high-fidelity animation applied to such low-resolution art was a pretty bold look to my eye, and not one I’d seen anywhere else."- Barney Cumming, artist on Powerhoof's Crawl
06.14.17 | News | Barney Cumming | 4 Number of Comments 
How to Assemble an Organized and Effective Press Kit
EVERYTHING YOU NEED TO KNOW ABOUT ASSEMBLING AN EFFECTIVE PRESS KIT THAT WILL INCREASE THE CHANCES OF YOUR INDIE GAME GETTING NOTICED BY JOURNALISTS.
06.13.17 | Blog | Jennifer Mendez |  
How to use the Unity3D execution order of events to your advantage
This blog sheds some light on how the order of execution in the Unity3D pipeline can be used to your advantage by looking at a use-case example from an existing game.
06.13.17 | Blog | zion siton |  
Developer Q&A: Balancing storytelling and player choice in Prey
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
06.12.17 | News | Alex Wiltshire | 1 Number of Comments 
Video Game Deep Cuts: Oxygen Arms Not Included
This week's top longform articles & videos include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
06.11.17 | Blog | Simon Carless |  
A Beginner’s Guide To Crafting Video Game Cities
A (relatively) brief introduction to the art and science of crafting believable, immersive cities and urban environments for video games.
06.08.17 | Blog | Konstantinos Dimopoulos | 5 Number of Comments 
A curated list of recent writings on games and narrative
Here is a curated set of good sources and tools on the theme of writing for games with narrative. A lot came out recently, in particular oriented towards tools and practices.
06.07.17 | Blog | Pietro Polsinelli | 3 Number of Comments 
How Prey succeeds in giving players space to tell their own stories
Or Beat, Prey, Love: How Arkane combines holistic level design and dynamic enemies to great effect in Prey.
06.06.17 | News | Alex Wawro |  
How Prey succeeds in giving players space to tell their own stories
Or, Beat, Prey, Love: How Arkane combines holistic level design and dynamic enemies to great effect in Prey.
06.06.17 | Blog | Alex Wawro | 1 Number of Comments 
Effort Upon Effort: CGSA 2017 Presentation on Japanese-Style FPSs
A blog post about the presentation I did on Japanese-style first-person shooters at the 2017 Canadian Game Studies Association (CGSA) Conference.
06.06.17 | Blog | Michel Sabbagh |  
Building replayability into the intricate architecture of Tokyo 42
The gameplay loop in this open, isometric world will be familiar to GTA fans. Free-roam to figure out escape routes and sightlines to use later, find hidden unlockables, or simply enjoy the scenery.
06.05.17 | News | Chris Priestman | 1 Number of Comments 

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