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February 20, 2017
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Updates » Design
Blog: Female gamers want to kill you, just not with guns 7
by Gamasutra Community [02.20.17]
Survey data on gamer preferences in thematic setting and weapon choice. When it comes to killing things, female gamers are more selective about the weapons they use.
Design

Learn level design tricks from an Arkane designer at GDC 2017!  
by Staff [02.20.17]
Arkane's own Steve Lee, a level designer on Dishonored 2, will be giving a fantastic talk on holistic level design as part of the GDC 2017 Level Design Workshop.
Console/PC, Design, GDC

Blog: It was all for love - The Evangeline postmortem 1
by Gamasutra Community [02.20.17]
In this post, Nicholas Laborde, video game "business guy" and founder of Raconteur Games, recounts the development of a game about life, love, and loss.
Design, Production

Grandia creators discuss the importance of compelling characters  
by Chris Kerr [02.20.17]
The team over at Shmuplations have dug up and translated another vintage game dev interview, this time featuring the creators behind classic RPG, Grandia
Console/PC, Design, Production

Alt.Ctrl.GDC Showcase: Student project Zombie Crawler  
by Joel Couture [02.20.17]
In Zombie Crawler, players become the creeping dead, using their hands on a custom designed treadmill to pull themselves toward a human victim.
Console/PC, Indie, Design, Production, Video

Q&A: Creating the defiantly retro Double Dragon IV  
by Jon Irwin [02.20.17]
The makers of the classic 1987 arcade brawler Double Dragon reunited to create a sequel that looks and plays exactly like earlier entries in the series. They discuss their retro revival with us.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Blog: Building a scalable online game with Azure, part 1 8
by Gamasutra Community [02.17.17]
In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage.
Design, Production

Why there are 'no shortcuts' to making people care about your game's characters 2
by Bryant Francis [02.17.17]
Learn how you can put trust in your players to grow attached with your characters at this year's GDC.
Console/PC, Design, Video

What can game devs do to revitalize the roleplaying game genre? 7
by Alissa McAloon [02.17.17]
Roleplaying games have come a long way in the past decade alone, but some developers believe that the genre needs to keep innovating if it’s to reach its full potential.
Design

Don't Miss: Teaching players without using words 11
by Max Pears [02.17.17]
In this 2016 blog post, Ubisoft technical level designer Max Pears explores different methods of explaining game mechanics to players without writing explicit, wordy instructions into a game.
Design

Longtime Valve writer Erik Wolpaw leaves company 2
by Kris Graft [02.17.17]
Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company.
Design, Business/Marketing

Ask Mafia III's Harrison Pink about writing great characters at 3PM EST  
by Bryant Francis [02.17.17]
If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST.
Console/PC, Design, Video

At GDC 2017, Sony digs into how to design games for the PSVR Aim controller  
by Staff [02.17.17]
At GDC 2017, Sony's Richard Marks and Tom Bruckbock will join the devs of VR shooter Farpoint to dive into the world of VR game development utilizing the gun-shaped PS VR Aim Controller.
VR, Design, GDC

Blog: How 'games as service' delayed Owlboy for nearly a year 3
by Gamasutra Community [02.17.17]
In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title.
Design, Business/Marketing

Blog: Dissecting the horror of Far Cry 2 3
by Gamasutra Community [02.17.17]
Some thoughts on how narrative and design elements in Far Cry 2 come together to create a very powerful experience.
Console/PC, Design

Road to the IGF: The Molasses Flood's The Flame in the Flood  
by Joel Couture [02.17.17]
The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey.
Console/PC, Indie, Art, Design, Video, IGF

Keywords drops $1.49M on visual effects studio, Spov  
by Chris Kerr [02.17.17]
Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million. 
Art, Design, Business/Marketing

Alt.Ctrl.GDC Showcase: Studio Bruyant's Super Brin  
by Joel Couture [02.17.17]
Super Brin will have the player throwing a ball to hit targets. That throw begins in the real world, and the properties of that throw then shift into the digital space of the game. 
Console/PC, Indie, Design, Video

Blog: Keeping horror gaming fresh  
by Gamasutra Community [02.17.17]
Frictional Games' low-combat stealth model permeates contemporary horror, but what's next for the genre?
Design