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September 30, 2016
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September 30, 2016
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Updates » Design
The indie game scene in India and the rise of Asura  
by Lena LeRay [09.29.16]
"The outsourcing industry is thriving, but there's a huge gap in the indie community, making it extremely difficult to help each other and grow," says Zainuddin Fahad of Ogre Head Studio in Hyderabad.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Blog: Why the Wii U is my dream development toybox 5
by Gamasutra Community [09.29.16]
The Wii U is reaching the end of its lifetime, but after nearly three years making games for the console, I still plan to continue doing just that for as long as Nintendo will let me. Here's why.
Console/PC, Programming, Design

Don't Miss: Nidhogg unleashed on the masses - but what took so long? 2
by Bryant Francis [09.29.16]
With word of a sequel to Nidhogg hitting the streets, read why the developers of Nidhogg took so long to get the first game out the door.
Console/PC, Design

Autobiographical Memoir En Code finds game mechanics in daily life  
by Jack Yarwood [09.29.16]
“Your first thought is that you cannot let the player express their decisions, because that doesn't feel autobiographical,” says Alex Camilleri. "That's something I worked on for a long time."
Console/PC, Indie, Art, Design

Video: The Physics of Fun -- Vehicles in Saint's Row: The Third 1
by Staff [09.28.16]
Volition's David Bianchi speaks at GDC 2014 about how he (effectively single-handedly) designed and implemented 90+ vehicles in Saint's Row: The Third in roughly six months.
Console/PC, Programming, Design, Video, Vault

Don't Miss: Brian Fargo's lessons learned from making Wasteland 2  
by Alex Wawro [09.28.16]
With inXile aiming to build Wasteland 3, now's a good time to look back at this timeless chat with studio chief Brian Fargo about lessons learned in crowdfunding development of its predecessor.
Console/PC, Indie, Design, Production

At VRDC you'll see how Chernobyl was authentically recreated in VR  
by Staff [09.28.16]
Come out to the Virtual Reality Developers Conference this November and hear the head of Polish studio The Farm 51 share how they authentically recreated the Chernobyl Exclusion Zone in VR. It's nuts!
VR, Art, Design, Production

You can now study EA's lost sci-fi shooter Battlefield 2142 3
by Bryant Francis [09.27.16]
If you ever wanted to see how DICE would make a science fiction version of its hit Battlefield series, now's your chance.
Console/PC, Design

Together Alone: 'Pure untainted survival' in Near Death  
by Katherine Cross [09.27.16]
In Orthogonal Games’ Near Death, a “game about survival” centering on a pilot who crash lands near an abandoned polar research station, the main enemy--indeed, the only enemy--is Antarctica itself.
Console/PC, Indie, Design, Video

Don't Miss: Koji Igarashi exploring what makes a great Metroidvania game 1
by Staff [09.27.16]
Today is Castlevania's birthday, so why not celebrate by watching veteran Castlevania game designer Koji Igarashi examine the evolution of the 'Metroidvania' genre in this timeless GDC talk.
Console/PC, Indie, Design

'You shouldn't underestimate the value of not being technical' 7
by Alex Wawro [09.27.16]
"Meaning, that you might be able to solve a problem in a way other people wouldn't consider because it's almost too simple," says veteran game designer Amy Hennig.
Console/PC, Design

Blog: Video Game Deep Cuts: Prague, Rogue, & FiveRP  
by Gamasutra Community [09.27.16]
The latest Video Game Deep Cuts selection looks at everything from Prague in the latest Deus Ex to Roguelike Celebration videos and GTA V mods.
Design, Production, Business/Marketing

Video blog: Historians give their take on L.A. Noire  
by Gamasutra Community [09.27.16]
Historian Bob Whitaker talks with professor William Deverell about L.A. Noire. Topics include the postwar boom, the history of the LAPD, and race and ethnic relations in Los Angeles.
Design

The challenge of maintaining class balance in Hearthstone's Arena mode 2
by Stefanie Fogel [09.27.16]
“One of the most important things is finding the core identity for a class and sticking to it,” says Blizzard designer Peter Whalen. "It’s also more fun if all of the classes are very powerful."
Console/PC, Smartphone/Tablet, Design

Take a close look at the level design of some exceptional Zelda games 2
by Bryant Francis [09.26.16]
The two Zelda games released on the Game Boy Color have some seminal lessons for level designers---at least, that's what YouTube critic Mark Brown argues in his latest episode of Boss Keys.
Console/PC, Design, Video

Blog: A dev pipeline for large 2D backgrounds 1
by Gamasutra Community [09.26.16]
We give some insights into how we get a finished drawing of a scene into our the game engine of Unforeseen Incidents.
Art, Design

Don't Miss: Why are so many devs employing a retro '90s aesthetic? 28
by Joel Couture [09.26.16]
In this timeless feature we talk to developers of Back in 1995, MacBat 64, Racing Apex, morphê, and Else Heart.Break(), games designed to look as if they were made for the PS1 or the Sega Saturn.
Console/PC, Indie, Art, Design

Blog: Real-time narratives in story-focused games 6
by Gamasutra Community [09.26.16]
"In this post I cover what a real-time story is, talk about our main influences -- The Last Express and Sleep No More -- and discuss the design constraints we've chosen for the game."
Design

Blog: A very long post about how to become a creator 7
by Gamasutra Community [09.26.16]
"Advice for young people who want to become creators of video games based on over 20 years in the industry. It's advice in a blog post, and therefore to be considered dubious until proven otherwise."
Design

7 games with entertaining fail states that every dev should study 15
by Joel Couture [09.26.16]
Death where is thy sting? Many games have such clever and entertaining fail states that you practically look forward to your next untimely demise. We spoke to several devs about their favorites.
Console/PC, Indie, Design