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April 27, 2017
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Updates » Design
We're streaming some Mass Effect: Andromeda multiplayer today at 3PM EDT  
by Bryant Francis [03.24.17]
Join us at 3PM EDT (12 PDT) for a close look at the best ways to die in the new Mass Effect: Andromeda multiplayer.
Console/PC, Design, Video

Blog: How we created our typing adventure game, Epistory  
by Chris Kerr [03.24.17]
A bit of a post-mortem, a bit of marketing article, a bit of art. Here's a retrospective on the development of our typing adventure game, Epistory.
Design, Production, Business/Marketing

Blog: Living the dream - from video game player to successful creator 1
by Gamasutra Community [03.24.17]
In this two-part blog post, I tell the story of how I became a successful indie developer, discussing funding, crowdfunding, recruiting developers, and more.
Design, Business/Marketing

Animators Roundtable: The Mass Effect: Andromeda pile-on 6
by Simon Unger [03.24.17]
"On a AAA project of this scope, most of the smaller cut scenes are never seen by the animators. Instead, you create a system for designers to use and trust the designers to script everything properly."
Console/PC, Art, Design, Production

How do you make being a moral person a challenge? A look back at Deus Ex 1
by Bryant Francis [03.23.17]
Being good in the real world isn't easy, but video games tend to laud you with praise for doing it. But Deus Ex has some design choices that may help you create moral ambiguity in your next game.
Console/PC, Design, Video

Video: How Respawn evolved the Titan combat in Titanfall 2  
by Staff [03.23.17]
At GDC 2017, Respawn game designer Carlos Pineda speaks about how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot.
Console/PC, Social/Online, Design, Video, Vault

To recapture intimate horror, Resident Evil 7 devs looked to the '90s  
by Alissa McAloon [03.23.17]
"...we focused on how to make players experience horror in an intimate way." Jun Takeuchi explores how classic Resident Evil horror influenced the latest game in the series.
Console/PC, Design, Video

Don't Miss: The deep voice of Darkest Dungeon has some advice on hiring voice talent 4
by Staff [03.23.17]
"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent.
Console/PC, Indie, Audio, Design, Production, Business/Marketing

Join us as we continue our Deus Ex stream today at 3 PM ET  
by Alex Wawro [03.23.17]
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we continue to rummage through Deus Ex in search of game design gems.
Console/PC, Design, Video

VRDC Fall is happening this September, and the call for talks is open!  
by Staff [03.23.17]
The call for submissions to present at VRDC Fall 2017, happening in San Francisco September 21st & 22nd, will remain open through Friday, April 21 at 11:59 PT. That's roughly a month away!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC

Blog: Composing video game music to build suspense - Part 2  
by Gamasutra Community [03.23.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, touching on the implementation of jump scares, bumpers, and whooshes.
Audio, Design

Blog: A postmortem of '90s-style shooter, Gorescript Classic  
by Gamasutra Community [03.23.17]
This article explores the history of Gorescript Classic, from the development stages to its initial release, to getting played by John Carmack himself.
Design, Production, Business/Marketing

7 works of interactive fiction that every developer should study 2
by Stefanie Fogel [03.23.17]
Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of.
Console/PC, Indie, Design

Ed Fries uncovers earliest known arcade game Easter egg in Starship 1 3
by Alex Wawro [03.22.17]
This is a big deal because until now, the 1978 game Adventure has been popularly recognized as the earliest known example of a video game shipping with an Easter egg from a dev hidden inside.
Console/PC, Design, Video

For Honor dev: ‘We never intended for players to unlock everything' 2
by Alissa McAloon [03.22.17]
“[Unlocking everything] doesn’t really make any sense.” Game director Damien Kieken explained how the design philosophy behind For Honor led to its library of hard-to-get unlockables.
Console/PC, Social/Online, Design

PAX East Report: Two unmistakably Australian games  
by Katherine Cross [03.22.17]
Paperbark and Necrobarista both seek to be proudly Australian in a way that shows the world that an Australian setting isn’t only appealing to a narrow, regional interest.
Console/PC, Indie, Art, Design

Blog: Making a commercial video game all by yourself - Part 5  
by Gamasutra Community [03.22.17]
The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article I put forward five ways to ensure that your soundtrack complements your game.
Audio, Design, Production, Business/Marketing

As white nationalism grows, how are Jewish game developers responding? 46
by Bryant Francis [03.22.17]
How do you make games while coping with possible threats to your livelihood? We talked to Jewish game developers at GDC and beyond about how they're coping with recent anti-Semitic threats.
Console/PC, Design, Business/Marketing

Overwatch devs ponder the prospect of adding a map editor
by Alex Wawro [03.21.17]
The devs working on Overwatch want to get the players making maps, according to game director Jeff Kaplan, but they expect it's going to be a lengthy process given the game's new engine tech.
Console/PC, Social/Online, Design

Get a job: Sucker Punch is hiring a Level Designer  
by Staff [03.21.17]
Sucker Punch is looking for a Level Designer with a passion for creating compelling layouts to shape environments and gameplay and create meaningful player experiences in Bellevue, Washington.
Design, Recruitment