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March 24, 2017
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Updates » Design
Don't skip the Game Design Workshop at GDC 2017  
by Staff [02.15.17]
Come to GDC 2017 and attend the Game Design Workshop, an intensive two-day event where you'll study and scrutinize game design under the guidance of experts from Riot, Ubisoft, EA Motive, and more!
Console/PC, Design, GDC

Come to GDC 2017 and hear how Firewatch's unique dialog system works  
by Staff [02.15.17]
Campo Santo's Patrick Ewing is teaming up with Unity's William Armstrong to talk at GDC 2017 about the design and development of Firewatch's remarkable interruptable dialog system.
Indie, Programming, Design, GDC

Unreal Engine 4.15 update brings experimental Nintendo Switch support  
by Chris Kerr [02.15.17]
The latest version of Unreal Engine (4.15) has landed, and what's notable about this iteration is the inclusion of Nintendo Switch support. 
Console/PC, Design, Production

Is the Switch's HD Rumble feature a big deal for devs? Miyamoto thinks so 1
by Chris Kerr [02.15.17]
"When you put your pen on the screen, it's not just this dull vibration, you can feel the tap that the tip of the pen makes on the screen."
Console/PC, Design

Alt.Ctrl.GDC Showcase: vinylOS  
by Joel Couture [02.15.17]
A DJ's turntable becomes a video game controller with vinylOS, a game that uses scratching, spinning, and rewinding to play through games that are projected down onto a vinyl LP from above.
Indie, Programming, Art, Audio, Design, Production, Video

Blog: Obtaining an animated look from a hand-drawn image  
by Gamasutra Community [02.15.17]
This shader breakdown will explain step-by-step how to transform a static image into an animated, hand-drawn sketch.
Art, Design

'Feels like a different life': Arkane's Colantonio on going from Arx Fatalis to Prey 1
by Alex Wawro [02.15.17]
"We seem disorganized and like we don't know what we're doing, but I think it's part of a process," Arkane's Raphael Colantonio tells Gamasutra in this in-depth chat about his upcoming game Prey.
Console/PC, Indie, Design, Production

Road to the IGF: Student project FAR: Lone Sails  
by Joel Couture [02.15.17]
The connection between humans and the machines we need for surival earned FAR: Lone Sails a nomination for Best Student Game at the Independent Games Festival. Take a peek behind the dev curtain.
Console/PC, Indie, Design, Video, IGF

Blog: Making an indie game about indie game making 2
by Gamasutra Community [02.15.17]
A solo developer's struggle with creativity, depression, and finding a unique voice.
Design, Production, Business/Marketing

Blog: Historians discuss Ultimate General: Gettysburg  
by Gamasutra Community [02.14.17]
Historians John Harney and Michael Woods discuss Ultimate General: Gettysburg and the history of the Civil War, looking at war as an object for pop culture and the use of the Confederate flag.
Design

Blog: Animating characters in League of Legends 1
by Gamasutra Community [02.14.17]
Riot technical artists Moonyoung Oh and Jeremy Putnam explain how they animated League of Legends character, Little Devil Teemo.
Art, Design

Get an inside look at the design of Ubisoft's For Honor at GDC 2017!  
by Staff [02.14.17]
At GDC 2017, Ubisoft's Aurélie Le Chevalier will detail how Ubisoft developed For Honor's "Modifiers" system, a data-driven system that allows designers to dynamically create gameplay effects.
Console/PC, Design, GDC

At GDC 2017, see how Pokemon Go was designed for easy play in the real world  
by Staff [02.14.17]
Niantic's own Dennis Hwang will be at GDC 2017 this month to deliver a talk on how Pokemon Go's UX and visual design choices were shaped by Niantic's focus on real-world gaming
Smartphone/Tablet, Art, Design, GDC

20 talks Gamasutra wants to see at GDC 2017, from sex scenes to grouchy fish  
by Staff [02.14.17]
Gamasutra writers recently put our heads together and picked some of our most-anticipated GDC sessions, with topics ranging from designing sex scenes in games to math(s) to...a grouchy fish who lived on the Dreamcast.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The story behind Lords of Discord, part 2 2
by Gamasutra Community [02.14.17]
Lords of Discord is a 3D turn-based strategy mobile game rooted in the legacy of the genre’s greatest classics. Here is the continuation of the dev story behind it.
Smartphone/Tablet, Design, Production

Blog: A postmortem of our tabletop RPG, Breakfast Cult 2
by Gamasutra Community [02.14.17]
Breakfast Cult is a tabletop RPG (and soon, a visual novel) about cosmic horror and high school drama. This is the story of how it was created.
Design, Production

Road to the IGF: Student project Diaries of a Spaceport Janitor  
by Joel Couture [02.14.17]
Diaries of a Spaceport Janitor gives the player the delightful job of picking up garbage on an alien world, doing your best to make ends meet with your custodial duties. 
Console/PC, Indie, Design, Video, IGF

Alt.Ctrl.GDC Showcase: Martín Sebastián Wain's Doggy Tug of War  
by Joel Couture [02.14.17]
Martin Sebastian Wain's game simulates simulates playing tug of war with a playful dog. It uses a string, a modified broken printer, and a video of a dog to recreate the experience.
Indie, Programming, Design, Production, Video

Blog: A narrative designer's approach to NPCs 7
by Gamasutra Community [02.14.17]
Guild Wars 2 narrative designer Angel McCoy talks about non-player characters, and how they can help drive the story you're telling.
Design

Bob Bates' Thaumistry is an experiment in reviving text-based games 2
by Christopher Priestman [02.14.17]
After 3 decades in the industry, Bob Bates explains why he thinks the time is right for Thaumistry his return to text-based interactive fiction. [HINT: vastly improved parsers are part of it.]
Console/PC, Smartphone/Tablet, Indie, Design, History