Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 16, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
The Library of Congress just made game preservation a little bit easier 1
by Chris Kerr [10.26.18]
New exemptions have made it easier for video game historians to circumvent the DMCA in the pursuit of preserving and sharing culturally relevant video games. 
Console/PC, Programming, Design

Blog: Let's talk about innovation in mobile games 1
by Gamasutra Community [10.26.18]
I want to take a look at some outstanding mobile games and how they innovate, while also touching on my own experiences in this field.
Smartphone/Tablet, Design

10 level design tips and tricks 9
by Gamasutra Community [10.26.18]
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
Console/PC, Indie, Art, Design

Video: How to design better controls for touch screen games  
by Staff [10.25.18]
In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.
Smartphone/Tablet, Design, Video

What drives players to digital murder in The Sims games 1
by Alissa McAloon [10.25.18]
A story from The Huffington Post explores why many Sims players have always found their fun outside of the game's normal objectives.
Console/PC, Design

Blog: A different approach to difficulty 4
by Gamasutra Community [10.25.18]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design, Production

Video: How Alone in the Dark paved the way for survival horror  
by Staff [10.24.18]
In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game Alone in the Dark that helped spawn a genre that still scares millions today.
Console/PC, Design, Video

How Riot has been removing cheaters from League of Legends  
by Emma Kidwell [10.24.18]
Riot has pulled back the curtain on how its developers handle botters, scripters, and boosters who cheat in League of Legends in a detailed blog post outlining anti-cheat methods.
Console/PC, Design

Don't Miss: Exploring active storytelling in video games 17
by Staff [10.24.18]
In this 2010 feature, writer and designer Chuck Jordan (Sam & Max series) explains why the myth that narrative and gameplay are incompatible is so wrong by using the language of horror films.
Design, Production

XRDC speaker Q&A: Rosstin Murphy and the potential of VR enterprise training  
by Staff [10.24.18]
STRIVR developer and XRDC speaker Rosstin Murphy discusses his journey into the field of VR enterprise training software.
Console/PC, Design

Don't miss out on all the fantastic VR/AR/MR talks at XRDC next week!  
by Staff [10.24.18]
XRDC kicks off next Monday in San Francisco, so organizers would like to quickly highlight a sample of the show's many exciting talks and encourage you to use the free XRDC 2018 Session Scheduler!
VR, Design, Business/Marketing

Blog: A Batman: Arkham Origins design analysis 2
by Gamasutra Community [10.24.18]
Game designer Stanislav Costiuc dives into 2013's Batman: Arkham Origins in this analysis.
Console/PC, Design

Video: How to design educational games for low income students  
by Staff [10.23.18]
In this GDC 2018 talk, IDEO's Peter Slattery and Kate Schnippering discuss specific methods for tackling educational objectives in games for reaching a wide range of students.
Serious, Design, Video

Don't Miss: Level design lessons from Super Mario Bros. 3  
by Gamasutra Community [10.23.18]
Today marks 30 years since Super Mario Bros. 3 first released in Japan. In this 2011 blog post, Radek Koncewicz traces some of the game's clever design tricks that made it a series mainstay.
Console/PC, Design

Brewing meaningful UX in the interactive visual novel Coffee Talk 1
by Adlan Arvyanda Ramly [10.23.18]
Toge Productions UX and UI engineer intern Adlan Arvyanda Ramly explains how they improved the user interface, user experience, and general usability of chatty barista simulator, Coffee Talk.
Console/PC, Design, Production

Video: Exploring helplessness in Bury Me, My Love  
by Staff [10.22.18]
In this GDC 2018 talk, The Pixel Hunt's Florent Maurin explains how he tried to confront players with a feeling of helplessness through a series of design choices in Bury Me, My Love.
Smartphone/Tablet, Indie, Design, Video

Get a job: Wevr is hiring a Senior Designer/Scripter  
by Staff [10.22.18]
Wevr is hiring a Senior Designer/Scripter for an unannounced high profile project involving the creation of a location-based entertainment attraction based on a best-selling entertainment IP.
Design, Recruitment

Games @ Play Arcade puts out call for experimental game submissions  
by Emma Kidwell [10.22.18]
The University of California, Irvine announced the Games @ Play Arcade, a showcase for new and experimental games that challenge the notion of what video games can be. 
Indie, Design

Don't Miss: Finding design freedom through constraints in Michael Brough's Imbroglio 6
by Joel Couture [10.22.18]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His game Imbrogliois even more constrained: a 4X4 grid. Constraints can be freeing.
Console/PC, Smartphone/Tablet, Design

XRDC Diamond Partner Q&A: Viveport's Rikard Steiber has tips for VR devs  
by Staff [10.22.18]
Viveport president Rikard Steiber offers tips for VR developers looking to list their games on the Vive-based platform in this Diamond Sponsor interview.
VR, Design