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June 25, 2017
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Updates » Design
Video Game Deep Cuts: You Don't Know Jack Bandicoot  
by Gamasutra Staff [06.25.17]
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Don't Miss: Sonic the Hedgehog co-creator's philosophy of game design 20
by Brandon Sheffield [06.23.17]
Sega's Sonic the Hedgehog came out 26 years ago today, and you should mark the occasion by reading this classic interview with co-creator (and veteran game designer) Hirokazu Yasuhara!
Console/PC, Design, History

Video: Understanding the nature (and future) of board game design  
by Staff [06.23.17]
Get fresh insight into game design by watching this GDC 2017 tabletop game "state of the industry" discussion with game designers Rob Daviau, Geoffrey Engelstein, and Eric Lang.
Console/PC, Design, Video, Vault

Learn about some of the tough decisions behind making Nex Machina 1
by Bryant Francis [06.23.17]
We quizzed one of the developers behind Nex Machina about surviving in the modern indie market and working with industry legend Eugene Jarvis.
Console/PC, Design, Video

Chat with the developer of twin-stick shooter Nex Machina today at 1PM EDT  
by Bryant Francis [06.23.17]
We're chatting with one of the minds behind Resogun and now Nex Machina on the Gamasutra Twitch channel today at 1PM EDT.
Console/PC, Design, Video

VRDC Q&A: Tilt Brush's Patrick Hackett  
by Emma Kidwell [06.23.17]
Patrick Hackett, co-creator of the VR art application Tilt Brush, will be at VRDC Fall 2017. Here, he explains how he crossed over from Double Fine to a VR startup, and shares thoughts on future of VR.
VR, Console/PC, Art, Design, Business/Marketing

Blog: Game cities - The urbanism of Thimbleweed Park 4
by Gamasutra Community [06.23.17]
With a little help from Thimbleweed Park, I look at the novel approaches to open-world city design (and planning) for 2D adventure games.

How Overwatch communicates character from a first-person perspective 1
by Chris Kerr [06.23.17]
"In terms of game animation, Overwatch is a master class in character appeal. This game is all about its characters. Every single member of this cast is unique and just loaded with personality."
Console/PC, Design, Video

Video: Peek at the programming that made the personalities in The Sims 3  
by Staff [06.22.17]
Take a look at the design and programming that built the character personalities behind The Sims 3.
Console/PC, Programming, Design, Video

It's a me, M-AR-io recreated in AR  
by Emma Kidwell [06.22.17]
Developer Abhishek Singh recreated a life-size Super Mario Bros. level for Microsoft’s Hololens, and took to New York’s Central Park dressed as the plumber himself in order to test out how the 2D platformer fared in AR.
VR, Design

Valve details SteamVR Knuckles controllers in new setup guide 3
by Emma Kidwell [06.22.17]
Initially displayed during the company's Steam Dev Days conference last October, Valve has released a guide detailing the specs of the new SteamVR Knuckles motion controllers.
VR, Design

How Naughty Dog broke Sony's hardware rules to create Crash Bandicoot  
by Alissa McAloon [06.22.17]
'They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.'
Console/PC, Programming, Art, Design, Production

New VRDC VR/AR Innovation Report reveals the HTC Vive is devs' top target  
by Staff [06.22.17]
This data-rich survey of VR/AR/MR professionals suggests that the HTC Vive is still the most popular headset to develop for, and that interest in platform-exclusive experiences is rising.
VR, Design, Business/Marketing, VRDC

Blog: Designing the combat of Silicon Void - Part 1  
by Gamasutra Community [06.22.17]
Exploring how the time mechanics of Silicon Void, a turn based RPG in early development closely based on the combat system of Chrono Cross, are tweaked to encourage players to plan ahead.

Blog: Building games for the Twitch era 1
by Gamasutra Community [06.22.17]
Gameplay understanding, tension and suspense, and relatedness: Those are just some of the lessons Breakaway's development team has learned about building games for streaming.
Design, Business/Marketing

How Darkest Dungeon mirrors the real highs and lows of game development  
by Bryant Francis [06.21.17]
The makers of Darkest Dungeon explain how the game's stress system began to reflect their everyday lives.
Console/PC, Design, Video

How Housemarque designed the vibrant bullet hell-scape of Nex Machina  
by Alissa McAloon [06.21.17]
Senior level designer Henri Mustonen explores how design decisions made for Nex Machina ultimately encourage players to explore and learn.
Console/PC, Indie, Design

Chat with the minds behind Darkest Dungeon's latest DLC at 3PM EDT  
by Bryant Francis [06.21.17]
We're playing the latest Darkest Dungeon DLC and chatting with the developers from Red Hook Studios today at 3PM EDT.
Console/PC, Design, Video

Blog: Designing your VR game around motion sickness constraint 1
by Gamasutra Community [06.21.17]
This article is an attempt to shed some more light on the VR motion sickness subject and hopefully help developers find a better approach when it comes to designing their own game.
VR, Design

Video: Smashing stereotypes to write better, richer games 5
by Staff [06.20.17]
At GDC 2017 game dev Shawn Alexander Allen lays out concrete examples of how games are often filled with homogeneous characters -- and howÊdevs can craft better games by breaking out of that mold.
Console/PC, Indie, Design, Video, Vault