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February 20, 2017
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Updates » Design
Road to the IGF: Raw Fury's GoNNER  
by Joel Couture [01.20.17]
GoNNER is a challenging sidescrolling roguelike shooter that emits whistles, pops, clicks, and other silly noises as the player moves along. It's been nominated for IGF Excellence in Audio award.
Console/PC, Indie, Art, Design, Video, IGF

Road to the IGF: Michael Brough's Imbroglio  
by Chris Baker [01.20.17]
Gamasutra catches up with indie game developer Michael Brough to chew the game design fat and chat about his IGF-nominated roguelike, Imbroglio.
Smartphone/Tablet, Indie, Programming, Art, Design, IGF

The MOBA experiment, part I - Awesomenauts 13
by Gamasutra Community [01.20.17]
I'm not a fan of MOBA games, but became a fan of Awesomenauts. Does this mean the game acted as an entry point to the genre, or is it just a matter of liking or not particular games?
Design

Meaning and choice, or how to design decisions that feel intimately difficult 8
by Gamasutra Community [01.20.17]
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts.
Design

Blog: Creating Antegod's procedural plants in Unity3D  
by Gamasutra Community [01.19.17]
How to generate cool plant patterns in Unity3D with Substance Designer by Antegods' lead artist Tom Rutjens.
Programming, Art, Design

Video: How game devs can use level design tools expressively  
by Staff [01.19.17]
At GDC 2015 game developer Forrest Dowling delivers an intriguing, succinct talk on how level design tools can be used to both express ideas or moods and afford players spaces to express themselves.
Console/PC, Indie, Design, Video, Vault

GDC 2017 announces Narrative Summit poster session winners! 1
by Staff [01.19.17]
Organizers of GDC and the Game Narrative Summit are happy to announce the 2017 Student Narrative Analysis Competition winners, who all receive passes to this year's conference!
Console/PC, Indie, Design, GDC

Portal designer Kim Swift picked up by EA-owned Motive Studios  
by Alissa McAloon [01.19.17]
Kim Swift, well known for her part in the creation of Portal and Left 4 Dead at Valve, has departed from Amazon Game Studios to join EA.
Design

Road to the IGF: Heart Machine's Hyper Light Drifter  
by Alex Wawro [01.19.17]
Gamasutra catches up with Heart Machine's Alex Preston to chat about the state of indie games and the design of Hyper Light Drifter, Heart Machine's debut game that's up for 3 IGF awards this year.
Indie, Programming, Art, Design, Production, IGF

Hone your storytelling skills at GDC 2017's Game Narrative Summit!  
by Staff [01.19.17]
With GDC 2017 drawing nigh, organizers highlight some great Game Narrative Summit talks on everything from writing Final Fantasy XV to crafting great, memorable characters.
Console/PC, Indie, Design, GDC

Blog: Analyzing narrative choices in Telltale's The Walking Dead  
by Gamasutra Community [01.19.17]
A short analysis of narrative choices presented in Season 2 of Telltale's The Walking Dead.
Console/PC, Design

HTC pledges $10 million to VR projects that effect positive change  
by Chris Kerr [01.19.17]
Virtual reality heavyweight HTC has set aside $10 million to create new VR tech and experiences that will "create positive impact and change."
VR, Design, Production

How Skyward Sword inspired Breath of the Wild's vast open-world  
by Chris Kerr [01.19.17]
The scale of Breath of the Wild's expansive map has been a huge talking point among fans, and now game producer Eiji Aonuma has explained why the team decided to open up Hyrule like never before. 
Console/PC, Design, Production

Blog: Video game canon - How to deal with over 40 years of backlog? 7
by Gamasutra Community [01.19.17]
What to do when you want to delve into the history of video games, but there's over 40 years of releases to learn about?
Design

William Pugh's journey from The Stanley Parable into Crows Crows Crows 6
by William Pugh [01.19.17]
William Pugh of Crows Crows Crows talks about life afterThe Stanley Parable, establishing himself separate of Davey Wreden, and building a wave of good will that he hopes to translate into success.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Steve Golson's postmortem of the classic Ms. Pac-Man  
by Staff [01.18.17]
“I know this is supposed to be a postmortem, but postmortem means somebody died. So maybe it’s a postpartum,” said original game engineer Steve Golson at GDC 2016. “Ms. Pac-Man lives on.”
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: A developer's journey to create 100 games in five years 12
by Staff [01.18.17]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

See Final Fantasy XV's selfie system deconstructed at GDC 2017!  
by Staff [01.18.17]
As GDC 2017 draws nigh, organizers want to make sure you don't miss out on one of the more intriguing talks of the show -- about the auto-generated selfies in Square Enix's Final Fantasy XV!
Console/PC, Programming, Design, GDC

Road to the IGF: Student project Lily - Colors of Santa Luz  
by Joel Couture [01.18.17]
Lily - Colors of Santa Luz is a game about a civilian trying to sneak away from soldiers that have overtaken his city, and shield a little girl from seeing the horrors of war.
Console/PC, Indie, Art, Design, Video, IGF

Warren Spector is coming to GDC 2017 to give a Classic Game Postmortem of Deus Ex! 1
by Staff [01.18.17]
Veteran game designer Warren Spector is coming to GDC 2017 to present a Classic Game Postmortem on the pioneering game Deus Ex!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing