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April 22, 2019
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Video: The making of the Xbox Adaptive Controller  
by Staff [04.22.19]
This GDC 2019 talk covers the process of designing the Xbox Adaptive Controller and how it required the Microsoft Devices team to rethink how they engineered controllers altogether.
Design, Console/PC, Video, Vault

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Design, Programming, Production, Console/PC, Indie

Boldly she rode: How Heaven's Vault reinvents adventure games  
by Katherine Cross [04.22.19]
"Inkle has done something radically original here, a breath of fresh air in a game industry all but stultified by unimaginative impersonations and safe bets," says Gamasutra columnist Katherine Cross on Heaven's Vault.
Design, Indie

Blog: The morality of anti-heroes in video games  
by Gamasutra Community [04.22.19]
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

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Design, Production, Console/PC, Indie

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


Game Design 103: 3 Biggest Trap in Online Game  
by Thasorn Chalongvorachai [04.22.19]
This blog post will introduce and explained 3 Biggest Trap in Online Game. These may sound common, but a lot of game studio fell for it. Let's make sure we understand them and find a good way to overcome those problems.
Design

Evolving Difficulty Modes in Survival Horror - Resident Evil 2  
by Bryan Cheah [04.22.19]
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.
Design, Console/PC

Kliuless #32: Battle Royale Bans Spread  
by Kenneth Liu [04.22.19]
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet

Game design: Lesson to learn from the 2019 BAFTA best mobile game award  
by Pascal Luban [04.22.19]
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.
Design

Postmortem: Skirmish Line 1
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


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