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Updates » Design
Don't Miss: Injustice 2 and the balancing act of adding gear to a fighting game  
by Alex Wawro [05.16.17]
Take a look back at this conversation with Adam Urbano to find out why NetherRealm made anotherÊInjustice and what Urbano has learned about building a balanced, tournament-grade fighting game.
Console/PC, Design

Blog: Moving beyond score systems in strategy games
by Gamasutra Community [05.16.17]
Strategy game designers should start thinking about alternatives to "score systems" for their games. Here I talk about why we use them, what their weaknesses are, and how we can move beyond them.
Design

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

Don't Miss: Tactical level design - Understanding space in games 16
by Luke McMillan [05.15.17]
PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with in this timeless 2012 feature.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The 'unstructured, creative process' that brought Inside to life  
by Alissa McAloon [05.15.17]
Artist Jeremy Petreman dives into why Playdead favors creative flow over structured creation, and how that unique outlook informed the decisions behind Inside.
Console/PC, Indie, Art, Design, Production

Why comfort was the PSVR's greatest challenge
by Chris Kerr [05.15.17]
"One of the things that internally we focused on all along was, 'This has to be comfortable', and you have to be not thinking, 'This is horrible to put on my head.'"
VR, Design

Prey designer Ricardo Bare explains why diverse characters matter 5
by Chris Kerr [05.15.17]
"As a game developer and a writer, it's just interesting to learn about people that aren't like myself and do the best that I can to put those kinds of people in the game."
Console/PC, Design, Video

Blog: 6 reasons for having a defenseless protagonist
by Gamasutra Community [05.15.17]
Not having any combat can be really helpful to horror games and crucial in delivering the desired experience. Not convinced? Here's six reasons why.
Design

5 design lessons 90s-style shooter Strafe cribs from classic games 1
by Alan Bradley [05.15.17]
Pixel Titans' new game Strafe looks like a retro shooter straight out of 1996. But beneath the chunky low-poly graphics, the game is a unique and original synthesis of classic game styles and mechanics.
Console/PC, Indie, Design

Video Game Deep Cuts: Phoenix Point's Typeshift Prophet  
by Gamasutra Staff [05.14.17]
This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Breaking down procedural narrative generation  
by Staff [05.12.17]
At GDC 2017, NC State researchers Chris Martens and Rogelia Cardona-Rivera took a look at the tools game dev can use to balance structure and spontaneity and create unique, procedural narratives.
Design, Video, Vault

Get some design advice from Prey lead designer Ricardo Bare 1
by Bryant Francis [05.12.17]
We chatted with Prey lead designer Bare about designing immersive simulations for a full hour, and now you can reap the benefits of our conversation.
Console/PC, Design, Video

Blog: Hunting for synchronicity in multiplayer 6
by Gamasutra Community [05.12.17]
A case study about maintaining a multiplayer game that relies on lockstep simulations. Or, a classic tale of painting yourself into a technical corner, and painstakingly finding your way out.
Programming, Design

Don't Miss: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [05.12.17]
Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Design, Production

Chat with the lead designer of the new Prey at 3PM EDT  
by Bryant Francis [05.12.17]
We're talking coffee cups, nerf darts, and shapeshifting aliens today with the lead designer of Prey at 3PM EDT.
Console/PC, Design, Video

Blog: What makes Dead Cells' reveal trailer near-perfect?
by Gamasutra Community [05.12.17]
"Thirty seconds in, and the trailer is done. How did they do that? The irony is that it takes a lot of time, to make a really short trailer. If you can take your time? Do it!"
Design, Business/Marketing

Civilization V lead designer Jon Shafer joins Paradox Interactive 1
by Chris Kerr [05.12.17]
The Swedish studio already has Shafer, who helped design two Civilization IV expansions before taking the lead on the sequel, working on a mystery project.
Console/PC, Design

How Zach Gage fine-tuned the difficulty curve of TypeShift
by Rollin Bishop [05.12.17]
“You have these words stacked on top of each other, you can move columns up and down, you try and spell words in the center row, and if you use every letter one time you solve the puzzle.”
Smartphone/Tablet, Indie, Design, Video

Don't Miss: Ethics 101 - Designing morality in games 23
by Staff [05.11.17]
This timeless 2010 interview examines the importance of building challenging, satisfying ethical gameplay with the devs behind games like Oblivion, Fallout 3, and BioShock 2.
Design

Blog: Making game ready assets using photogrammetry
by Gamasutra Community [05.11.17]
I will be turning a European stone statue into a Middle-Eastern rock statue by extracting the textures from 3D scans and manipulating their properties, all while creating a game ready asset.
Art, Design