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March 21, 2018
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Updates » Design
Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Harvey Smith on growing as a developer from Deus Ex to Dishonored  
by Emma Kidwell [01.05.18]
In a Noclip Sessions interview, director at Arkane Austin Harvey Smith sat down to discuss game design, world building, and the growth he experienced as a developer over the years. 

Don't Miss: How One Night Stand creates intimacy with a character 12
by Emma Kidwell [01.05.18]
Creator of One Night Stand Lucy Blundell discussed how she created intimacy between player and character through unique visuals, investigative gameplay, and featuring a personal environment.
Indie, Design

Get a job: Naughty Dog is hiring a Level/Environment Designer  
by Staff [01.05.18]
Naughty Dog is looking for a passionate multiplayer designer to join its team and be a primary contributor to the design of its next multiplayer game in Santa Monica.
Social/Online, Design, Recruitment

How devs design the Lego games to appeal to all ages 3
by Jack Yarwood [01.05.18]
TT Games head of design Arthur Parsons opens up about how the studio designs and focus-tests its popular Lego games so that they're enjoyable (and accessible) for all ages.
Console/PC, Design

At GDC 2018 you'll get a postmortem look at the design of Horizon Zero Dawn  
by Staff [01.05.18]
At GDC 2018 Guerrilla Games' Eric Boltjes will run you through through early prototypes and delving into design decisions and processes that shaped development of the 2017 game.
Console/PC, Design, GDC

Designer Interview: The aesthetics of frustration in Getting Over It 1
by Alex Wiltshire [01.05.18]
“This is one of the things I’m most interested in," says Foddy. "As a game designer, the most fundamental problem you’re up against is that games don’t matter, they’re fake.”
Indie, Design

How imbalance in the Endless series led to a new take on the 4X genre 3
by Emma Kidwell [01.04.18]
Co-founder of Amplitude Studios Romain de Waubert and narrative director on the Endless series Jeff Spock discuss how creating imbalance among factions led to a new take on the on 4X strategy genre.
Console/PC, Design

Get a job: Two Bit Circus is looking for a Game Designer  
by Staff [01.04.18]
Two Bit Circus is looking for an LA-based Game Designer to help it build and modify games for its upcoming micro-amusement park.
Design, Recruitment

Don't Miss: Devs recount their first game design experiences 4
by Joel Couture [01.04.18]
When were you first bitten by the game design bug? Was it a mod level? A playground game? A cool Mario level scribbled in crayon? We asked 19 developers to share their origin stories with us.
Console/PC, Indie, Art, Design

Blog: Building a recommender system for Destiny players
by Gamasutra Community [01.04.18]
Analytical systems designed to help players learn and improve can have a huge impact on games, not the least in eSports. Here we explore the process behind building a recommender system for Destiny.
Console/PC, Design

Game Design Deep Dive: Bringing Arizona Sunshine to the PSVR Aim 1
by Trevor Blom [01.04.18]
Trevor Blom, technical lead at Vertigo Games details the development challenges of introducing an entire campaign mode focused around the PlayStation VR Aim controller for Arizona Sunshine.
VR, Console/PC, Indie, Programming, Design, Video, Deep Dive

Don't Miss: Color in games: An in-depth look at one of game design's most useful tools 15
by Gamasutra Community [01.03.18]
"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function."
Art, Design

Blog: Creating dissolve VFX with Unity surface shaders 6
by Gamasutra Community [01.03.18]
In this post, we'll look at how to create dissolution VFX using custom surface shaders in Unity.
Design, Production

Q&A: Applying cubism and minimalism to game design in AER: Memories of Old  
by John Harris [01.03.18]
Gamasutra discusses unexpected sources of inspiration and the challenges of indie marketing with the director of the striking indie game AER: Memories of Old.
Console/PC, Indie, Art, Design, Video

How Warframe built a collaborative free to play economy 4
by Emma Kidwell [01.02.18]
Warframe developers discuss how the relationship with their community helped to build a collaborative free to play economy.
Console/PC, Design

Blog: Introducing the hidden object genre to VR 1
by Gamasutra Community [01.02.18]
Cut the Rope developer ZeptoLab explains how it brought the classic 'hidden object' genre to virtual reality with its debut VR title, Where's Om Nom?.
VR, Design

Blog: The making of a transformational puzzle game  
by Gamasutra Community [01.02.18]
In this article I chronicle my design process in creating an award winning transformational puzzle game about geometry, and conclude with lessons learned.
Design, Production

Where next for the video game power fantasy? 14
by Simon Parkin [01.02.18]
With VR tech becoming common, game devs can immerse & embody players in fantasy worlds like never before. What does that intimacy mean for that most common of game design tropes, the power fantasy?
VR, Console/PC, Design

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget  
by Shawn Patton [01.01.18]
"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?"
VR, Console/PC, Indie, Design, Production, Business/Marketing, Video, Deep Dive