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May 25, 2018
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Posted by Jason Mojica on 05/25/18 04:00:00 am in Design, Production
This post is about how we built highly replayable stealth levels for Payday 2 and the ways we utilized randomization to keep things fresh each playthrough.

Posted by Tatiana Vilela dos Santos on 05/22/18 10:12:00 am in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist. She makes games with unique physical interfaces and new technologies, all part of her interactive multimedia project MechBird. She gave in March 2018 a 60 minutes long talk at the GDC

Posted by Shane Neville on 05/22/18 10:10:00 am in Production, Indie
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.

This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.

Posted by Richard Wood on 05/18/18 08:59:00 am in Production, Serious, Indie
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.

Posted by Tatiana Vilela dos Santos on 05/17/18 06:03:00 pm in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.

Posted by Ryan Juckett on 05/16/18 05:36:00 pm in Design, Programming
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.

Posted by Winifred Phillips on 05/15/18 09:44:00 am in Audio, VR
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 2: 3D versus 2D, with an exploration of the role spatial delivery can play in music implementation in a VR environment.

Posted by Wolfgang Walk on 05/14/18 10:47:00 am in Design, Production
The "Hero's Journey" is a narrative pattern we have adopted from the film industry. Since then we try to create our narratives around it. I will explain why this is nonsense. Games create hero's journeys all by themselves - or they wouldn't be games.

Posted by Nathan Cheever on 05/14/18 10:45:00 am in Design, Console/PC
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...





Posted by Gregory Pellechi on 05/25/18 09:48:00 am in Design, Console/PC, Indie
Procedural generation is great at short scenes. But it takes a storyteller to create a compelling narrative that runs throughout an entire game. And it's stories we remember - not graphics, mechanics or systems.

Posted by Stephen Schafer on 05/24/18 09:49:00 am in Design, Indie, VR
The concept behind the development of a Psychecology game (PEG) prototype is that authentic game-play based on the most current cognitive research and the principles of dream analysis identified by Carl Jung can promote individual and collective psycholog

Posted by Pippin Barr on 05/24/18 09:48:00 am in Programming, Art, Indie, Design
In this essay I write about the creation of b r 1 (Bitsy Reality 1), a Bitsy remake of v r 1, a Unity game. I write about the process of development and specific insights into translating a game between radically different game engines.

Posted by Kevin Giguere on 05/24/18 09:47:00 am in Design, Programming, Console/PC
Tech Support uses procedurally generated conversations to make dialogue flow naturally between the 200+ customers a player encounters over the course of the game, and adding variance to make every chat feel unique.

A QA Tester makes a case for the unification of Automated & Manual testing.

All of the money being poured into the social casino space should have made it more difficult for small, independent studios to compete. Instead, these startups are thriving by finding ways to keep innovating on the genre.

Posted by Dr. Michael Garbade on 05/22/18 10:10:00 am in Design, Indie
The 4 main new features introduced in Unity 2018.1 beta are Scriptable Render Pipelines (SRP), Shader Graph, the C# Job System, and Particle System Improvements.

Posted by Bendik Stang on 05/22/18 10:05:00 am in Business/Marketing, Indie
This is a post about how we finally were able to ensure that all our customers who bought the initial version could get the new extended game for free.

Posted by Stavros Pilatis on 05/22/18 10:03:00 am in Business/Marketing, Design, Programming, Serious, Indie
The third part in a series where I dicuss how I created, GLO, my first commercial game and released it to Steam in 3 months, whilst also juggling being a father, holiding down a 10 hour a day job and taking part in a fitness transformation competition.

Posted by Andrew Erridge on 05/22/18 10:02:00 am in Programming, Console/PC, Indie
A practical approach to problems making group movement feel good and coordinated in an RTS style game.