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September 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Q&A: What devs should know about making games for Magic Leap  
by Alex Wawro [08.10.18]
Aleissia Laidacker, Brian Schwab, Jeremy Vanhoozer and other longtime game devs who now work at Magic Leap share their advice for devs interested in making mixed-reality games for Magic Leap One.
VR, Design, Business/Marketing

Video: How audio and movement were synced in Sunset Overdrive  
by Staff [08.09.18]
Kristen Quebe and Bryan Higa discuss the customizable movement system created for Sunset Overdrive, and how an audio system was developed to match the many different kinds of movement in the game.
Console/PC, Art, Design, Video

Don't Miss: The making of the original Harvest Moon for SNES 5
by Staff [08.09.18]
Take a look back at this 2012 talk from Yasuhiro Wada where he discusses the development of the original Harvest Moon for the Super Nintendo, which released on this day in 1996.
Console/PC, Design, Production

Blog: Evolving classic RTS interactions for VR - Part 1  
by Gamasutra Community [08.09.18]
Here's how we sought to evolve the real-time strategy genre for virtual reality, while ditching our preconceptions along the way.
Design

Learn about building AR assistants for the blind at XRDC in October!  
by Staff [08.09.18]
Two CalTech experts will be at XRDC in October to present their cognitive assistant for blind persons, which is built on Microsoft's HoloLens augmented reality platform.
VR, Design, Business/Marketing

Shadow of the Tomb Raider will let players mix and match difficulty options 1
by Chris Kerr [08.09.18]
Shadow of the Tomb Raider is taking a unique approach to accessibility and difficulty by giving players the power to independently adjust the difficultly of puzzles, traversal, and combat. 
Console/PC, Design

Blog: How to create isometric games like Clash of Clans  
by Gamasutra Community [08.09.18]
Years ago, when there was no support for 3D elements, it was quite hard to develop fully 3D games. But a solution was found, and thus we saw the emergence of isometric titles.
Design

Blog: How to make a Discord RPG - Part 2  
by Gamasutra Community [08.09.18]
The second part of this blog series covers in more depth the design of the combat and exploration systems, as well as onboarding new players and Discord channel structure.
Programming, Design

Building the monstrous transforming puzzle heads of GNOG  
by Joel Couture [08.09.18]
Fresh off its PC debut, Gnog lead designer and artist Sam Boucher reveals how the game was originally conceived, and how the team went about designing each of its charmingly grotesque puzzle faces.
Indie, Art, Design, Video

The Trese Brothers explain the no-IAP model that's driven Star Traders  
by Bryant Francis [08.08.18]
We dove into the art and business of making Star Traders: Frontiers with the Trese brothers over on our Twitch channel.
Console/PC, Design, Business/Marketing, Video

Weekly Jobs Roundup: Crystal Dynamics, Sucker Punch, and more are hiring now!  
by Staff [08.08.18]
Studios are looking to hire designers, artists, producers, engineers, writers, and more right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Don't Miss: How games like Braid and Diablo II handle death and failure 23
by Staff [08.08.18]
Dan Andrei Carp explores whether devs can find a way around the notorious "Game Over" screen, while presenting some practical examples used in popular games over the years.
Indie, Design

Chat with the brothers behind Star Traders: Frontiers at 3PM EDT  
by Bryant Francis [08.08.18]
We're talking to the indie dev duo behind Star Traders: Frontiers starting at 3PM EDT.
Console/PC, Design, Video

Devs, pitch your great and clever Design talks for GDC 2019!  
by Staff [08.08.18]
If you've been sitting on a great idea for a talk on game design at Game Developers Conference 2019, organizers want to hear it -- before next Thursday, August 16th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Working with the Bezier curve in games with Unity  
by Gamasutra Community [08.08.18]
The main objective of this blog post is to give you a basic idea about how to work with Bezier curve in games made using Unity.
Programming, Design

Blog: How to make a Discord RPG - Part 1 1
by Gamasutra Community [08.08.18]
The first in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system.
Design, Production

Inside Magic Leap: How it works and what it means for game devs 10
by Alex Wawro [08.08.18]
Gamasutra returns from interviewing Magic Leap founder Rony Abovitz at the company's HQ to talk about how the much-hyped headset works and what it means for developers.
VR, Design, Business/Marketing

Video: Character development in Uncharted's open-world areas  
by Staff [08.07.18]
Naughty Dog's Josh Scherr provides an overview of Naughty Dog's story development techniques, followed by a detailed look at the writing process for Uncharted: The Lost Legacy's open-world area.
Console/PC, Design, Video

How co-op was introduced in Captain Toad: Treasure Tracker  
by Emma Kidwell [08.07.18]
In an interview with Polygon, Captain Toad: Treasure Tracker game director Shinya Hiratake discusses how Super Mario Odyssey influenced the decision to bring co-op to the Switch port.  
Console/PC, Design

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Staff [08.07.18]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Social/Online, Indie, Design