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January 18, 2017
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Updates » Design
Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Chris Priestman [12.07.16]
"You may sell the player with a ‘you get to be an evil bully’ promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Best of 2016: The 4 years of self-imposed crunch that went into Stardew Valley 49
by Chris Baker [12.06.16]
In this 2016 gem, dev Eric Barone talks about the 4 years of 70-hour weeks that went into Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to."
Indie, Programming, Art, Design, Production

Catch the Job Simulator devs sharing VR spatial storytelling tips at GDC 2017  
by Staff [12.06.16]
At GDC 2017, Owlchemy will share tips to avoid uncanny valley, build empathy via character interactions, and share lessons learned from Job Simulator & Rick and Morty Simulator: Virtual Rick-ality.
VR, Design, GDC

IGF 2017 announces juries for Nuovo, Student, and Visual Art awards  
by Staff [12.06.16]
The juries behind the GDC 2017 Independent Games Festival include a diverse lineup of lauded developers and industry professionals sign on to decide the finalists for next year's awards.
Indie, Art, Design, IGF

Best of 2016: The afterimage of Final Fantasy VII 16
by Gamasutra Community [12.06.16]
"In an era of real-world income inequality and ecological crisis, it's also surprisingly potent and directly relevant in ways mainstream game stories rarely are."
Console/PC, Design

Tyranny's unique solution for streamlining storytelling: lore links 4
by Bryant Francis [12.05.16]
Working on a choice-driven game? You might want to steal this mechanic from Obsidian's latest RPG Tyranny and learn how the developers turned it from a lore dump into a storytelling tool.
Console/PC, Design, Video

Don't Miss: 7 great minigames that game developers should study 17
by Staff [12.05.16]
Minigames are one of the many tools devs can use to offer players a unique experience and make game worlds feel alive. Here are some examples of great minigames devs should pay close attention to.
Console/PC, Indie, Design

Video Game Deep Cuts: A Majestic Dishonored Easter Egg  
by Gamasutra Staff [12.05.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2, the making of Majestic & GTA V's Easter Eggs.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Game Design Deep Dive: Controlling two things at once in Soft Body 9
by Zeke Virant [12.05.16]
"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body
Console/PC, Indie, Design, Video, Deep Dive

How South Park: The Stick of Truth steeled Obsidian for making Tyranny  
by Bryant Francis [12.02.16]
The fart jokes, sexual delinquency and lightly-salted racism of South Park: The Stick of Truth helped Obsidian grapple with the morally repugnant acts players can commit in Tyranny.
Console/PC, Design, Video

Opinion: Moon Hunter's quiet, compassionate feminism 1
by Katherine Cross [12.02.16]
Like any fable, Moon Hunters’ story is a tidy thing, tied off in a flawless knot. The message is that retribution only begets more pain, while forgiveness makes us whole.
Console/PC, Indie, Design

Don't Miss: What Lies Beyond - Doorways in Gaming 5
by Staff [12.02.16]
This 2013 feature examines how the door affects the human mind, and how games have used that transition in the past.
Console/PC, Design

Come chat with Tyranny director Brian Heins today at 3PM EST  
by Bryant Francis [12.02.16]
We're asking the man who led the development of Obsidian's latest RPG Tyranny why they made a game where it's good to be bad.
Console/PC, Design, Video

Blizzard the big winner at The Game Awards 2016  
by Chris Kerr [12.02.16]
Blizzard cleaned up at this year's Game Awards, coming away with the Game of the Year, Best Game Direction, Best eSports Game, and Best Multiplayer awards for its work on Overwatch
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design, Production

Blog: Using the Game Project Canvas as a production cheat sheet  
by Gamasutra Community [12.02.16]
Starting a new project requires a lot of thinking to get all the pieces of the puzzle together. The Game Project Canvas is a cheat sheet for helping with that. Here's how it works.
Design, Production

Yu Suzuki: Good games are made with 'jagged edges, and a strong sense of originality' 1
by Alex Wawro [12.01.16]
"If the game ends up being 'small and round', with everything harmonious, it won't sell," says the Shenmue dev. "I think it needs to have some jagged edges, and a strong sense of originality."
Console/PC, Design, Video

Don't Miss: Lessons of game design learned from Super Mario Maker 3
by Staff [12.01.16]
"As I dug deeper into the editor and the offerings put out, I came to realize and reaffirm some important elements about game design... something that Nintendo has known about for years."
Console/PC, Design

Obituary: Author and game designer Joe Dever  
by Alissa McAloon [12.01.16]
Dever was the author of many fantasy novels, including the prolific Lone Wolf gamebooks and had recently collaborated on an episodic video game continuation of the series.
Console/PC, Design

Blog: Diving Into multiple projects with different priorities  
by Gamasutra Community [12.01.16]
This blog post will be about project management, and about our move from a single project, linear-focused development to several projects that require more management and prioritizing in a new way.
Design, Production

Blog: Creating a procedural sprite generator at Gen Jam 2016 11
by Gamasutra Community [12.01.16]
For the first ever GenJam, a one day small local San Francisco based Procedural Generation Jam, I created a procedural sprite creator. Here's how.
Programming, Design