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April 22, 2019
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Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: How co-op VR is used to help train astronauts for space  
by Staff [04.19.19]
At GDC 2018 a panel of game makers and experts from Boeing and NASA discuss how the tools of game development can be used to help train astronauts for their voyages to the edge of known space.
Design, Video, Vault

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Design, Console/PC, Indie

Amnesia dev makes the case for why lying to players is sometimes good game design  
by Alissa McAloon [04.19.19]
Frictional Games' Thomas Grip explains how considering what players assume about features can sometimes matter more than the actual features themselves.
Design, Console/PC

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Design, Console/PC, Indie

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Design, Console/PC


Postmortem: Skirmish Line  
by Tony Hua [04.21.19]
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Simon Carless [04.21.19]
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Troll Games - Design a golden path  
by Diego Ricchiuti [04.19.19]
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
Design

The Morality of Anti-Heroes in Video Games: Why it's Fun to be the 'Bad Guy'  
by Katrina Filippidis [04.19.19]
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Design, Indie

How to Make Catchy Collectibles  
by Josh Bycer [04.19.19]
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Design, Console/PC, Indie

5 Basic Steps in Creating Balanced In-Game Economy  
by Darina Emelyantseva [04.18.19]
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
Design


Sucker Punch Productions — Bellevue, Washington, United States
[04.19.19]
Narrative Writer


DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
3D Animator: Full-time Digital Art and Animation Faculty Position DigiPen Institute of Technology, Redmond, WA campus

DigiPen Institute of Technology — Redmond, Washington, United States
[04.19.19]
Assistant Profesor
Game Art Production Artist: Full-time Digital Art and Animation Faculty position DigiPen Institute of Technology, Redmond, WA campus

Deep Silver Volition — Champaign, Illinois, United States
[04.19.19]
Lighting Artist


Deep Silver FISHLABS — Hamburg, Germany
[04.18.19]
Lead Combat Designer (m/f/d)


Deep Silver FISHLABS — Hamburg, Germany
[04.18.19]
Senior 3D Artist (m/f/d)


Bradley University — Peoria, Illinois, United States
[04.17.19]
Instructor-in-Residence of Game Design


Northampton College — Northampton, England, United Kingdom
[04.17.19]
Teacher for Games Design


Chatham University — Pittsburgh, Pennsylvania, United States
[04.15.19]
Assistant Professor - Immersive Media


Shawnee State University — Portsmouth, Ohio, United States
[04.05.19]
Game Design Faculty