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April 23, 2017
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Updates » Design
Before Star Citizen, there was Wing Commander: How Chris Roberts got his start  
by Alex Wawro [04.21.17]
History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander) to the bedroom computing era of British game development.
Console/PC, Design

How Everything connects the arts of animation and game design  
by Bryant Francis [04.21.17]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Console/PC, Design, Video

Don't Miss: Multiplayer level design tips from a Call of Duty modder turned pro 3
by Gamasutra Community [04.21.17]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Social/Online, Design

Chat with David OReilly, creator of Everything, today at 3PM EDT  
by Bryant Francis [04.21.17]
We're chatting with indie game developer David OReilly while playing Everything today at 3PM EDT.
Console/PC, Design, Video

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Smartphone/Tablet, Programming, Design, Business/Marketing

Blog: Building a dynamic ecology through sound
by Gamasutra Community [04.21.17]
A multi part development journal that discusses the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examines the risks and challenges encountered.
Audio, Design

Making Horizon Zero Dawn's Machines feel like living creatures 3
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable animal-like behaviors and movements.
Console/PC, Art, Design, Video

How do you end a game well? 1
by Staff [04.20.17]
What makes for a great game ending? We dug into the question a bit today on the Gamasutra Twitch channel as we wrapped up our abbreviated look back at Deus Ex.
Console/PC, Design, Video

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [04.20.17]
Take a look back at this talk from Cardboard Computer's Jake Elliot about how and why the studio's development approach evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Join us for the big finale of our Deus Ex stream today at 3 PM ET  
by Alex Wawro [04.20.17]
This is the end! Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we wrap up our playthrough of the original Deus Ex.
Console/PC, Design, Video

Designing Conan Exiles' beautiful barbaric gameplay
by Chris Kerr [04.20.17]
"People can be a murderer by night in these games. They can run around killing everyone they see on sight, and in real life they're the sweetest people in the world. You know, for them it's just fun."
Design, Production, Business/Marketing, Video

Blog: Breaking down the physical design of a C++ project
by Gamasutra Community [04.20.17]
An analysis of some of the physical design rules we use for C/C++ code at Our Machinery.
Design

IGDA and Microsoft launch $5K gaming and disability scholarship
by Chris Kerr [04.20.17]
The IGDA has launched a $5000 gaming and disability scholarship with the support of Microsoft. 
Programming, Design, Production

Steam games in China: Making the most of a lucrative opportunity 3
by Chris Priestman [04.20.17]
China is an enormous and potentially lucrative market on Steam. Here are some tips and insights that can help you to access this untapped audience.
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

The difference between making an MMO versus an Early Access survival game 1
by Bryant Francis [04.19.17]
Conan Exiles creative director Joel Bylos, who's also worked on Funcom MMORPGs of years past, shares some key development lessons about switching genres in online game development.
Console/PC, Design, Video

From Super Mario to Street Fighter, check out this giant gallery of hitboxes 4
by Alex Wawro [04.19.17]
If you ever wanted an easy way to study how lots of different games in all sorts of genres handle real-time collision detection, check out this Flickr gallery filled with 450+ images of hitboxes.
Console/PC, Design

Video: Warren Spector's postmortem of Deus Ex  
by Staff [04.19.17]
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Dont Miss: Unpacking The Silver Case, A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [04.19.17]
The HD remaster The Silver Case hit PS4 this week so now is the perfect time to take a look back at this conversation with the game's devs about character design, story, and the port itself.
Console/PC, Indie, Art, Design

Discuss what is best in life with Conan Exiles' Joel Bylos at 3PM PDT  
by Bryant Francis [04.19.17]
We're talking with the creative director of Funcom's Conan Exiles today at 3PM EDT. Come chat with us!
Console/PC, Design, Video