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February 28, 2017
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Updates » Design
Blog: A postmortem of our FPS, Graveyard Shift  
by Gamasutra Community [02.28.17]
Aslan Game Studio owner Ahmet Kamil Keles breaks down the development process behind undead FPS, Graveyard Shift.
Design, Production

7 Lessons I learned making virtual reality games  
by Coray Seifert [02.28.17]
Hi! My name is Coray Seifert, I'm the director of production at Experiment 7. I've made a number of horrific mistakes in VR design that haunt me to this day. I'd like to share some of them with you!
VR, Design

Practical procedural generation (for everyone!)  
by Katherine Cross [02.27.17]
Game dev and AI researcher Kate Compton breaks down the "IKEA catalog of design strategies" that typically dictate proc gen habits, and explores how to direct randomness to create strong game design.
Console/PC, Design, GDC

The unique power of emergent storytelling  
by Simon Parkin [02.27.17]
"Emergent storytelling is one of the few ways in which video games can still truly surprise us," said Monomi Park co-founder Nick Popovich during a talk at the 2017 Game Developer's Conference.
Indie, Design, GDC

Lessons learned from over 15 years of of teaching a VR/AR design course  
by Chris Baker [02.27.17]
At VRDC 2017, Jesse Schell discussed VR/AR innovations and insights derived from decades of teaching a class on building virtual worlds at Carnegie Mellon, showing clips from dozens of student projects.
VR, Art, Design, Production, VRDC, GDC

Game writers must be multi-disciplinary masters, says veteran panel  
by Simon Parkin [02.27.17]
As much as a talent for storytelling, any successful game writer must have a raft of supplementary skills, a panel of experienced writers said at GDC 2017 today.
Console/PC, Indie, Design, Production, GDC

Latest Gear VR headsets to be bundled with virtual reality controller  
by Chris Kerr [02.27.17]
Oculus and Samsung's brand-new Gear VR headset will ship with a bluetooth controller similar to the one packaged with Google's Daydream View.
VR, Design, Business/Marketing

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Creating fluid gunplay for Anew: The Distant Light 2
by Gamasutra Community [02.27.17]
Game director Steve Copeland explains how he helped develop and refine a player character with responsive and versatile aim posing.
Design

Blog: Making a procedural 2D world in Unity - Part 2  
by Gamasutra Community [02.27.17]
This is the second part of a little piece I wrote a few weeks ago. This time around, I wanted to show you how we managed to generate the structure of a level with a technical approach.
Programming, Design

Blog: Game design patterns for building friendships 3
by Gamasutra Community [02.27.17]
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation.
Design

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF

Don't Miss: The tough design decisions behind super-stylized action game Furi 7
by Gamasutra Community [02.24.17]
"We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable."
Console/PC, Indie, Art, Design

How the director of Final Fantasy XV aims to keep players coming back for more  
by Alissa McAloon [02.24.17]
The man who helped Final Fantasy XV flourish following years of development hell details his plans and inspirations for the game’s future growth.
Console/PC, Design

Road to the IGF: Love Conquers All Games' Ladykiller in a Bind  
by Alex Wawro [02.24.17]
Gamasutra chats with Love Conquers All Games' founder and namesake Christine Love about how she crafted IGF Award-nominated Ladykiller in a Bind, and why we don't see more erotic rom-com games.
Indie, Design, Production, IGF

Come relax with the Gamasutra crew as we play Overwatch today at 3PM EST  
by Bryant Francis [02.24.17]
The world could always use more game conferences. We take a break from prepping for GDC with a few rounds of Overwatch today at 3PM EST.
Console/PC, Design, Video

Blog: On cutscenes and viewpoint changes 1
by Gamasutra Community [02.24.17]
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a game story, and how do you mitigate them?
Design

GDC 2017 Level Design Workshop: An expert roundtable Q&A  
by Gamasutra Community [02.24.17]
Get a sneak preview of the 2017 Level Design workshop, hosted by GDC on Feb 28. The speakers will introduce their topics, as well as roundtable some questions submitted by the LD community.
Design

Blizzard's Overwatch lands game of the year at DICE Awards 1
by Kris Graft [02.24.17]
The Academy of Interactive Arts and Sciences held its annual DICE Awards ceremony tonight, with Blizzard's Overwatch coming away as the big winner.
VR, Console/PC, Smartphone/Tablet, Indie, Design

How I ensured She Remembered Caterpillars was color-blind friendly 2
by Gamasutra Community [02.23.17]
She Remembered Caterpillars is a colour-based puzzler that is accessible for colour-deficient and colour-blind players without resorting to post-processing effects. Here's how that's possible.
Art, Design