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March 21, 2019
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Updates » Design
Don't Miss: How Subnautica plunges deeper into rendering realistic water 2
by Staff [01.25.19]
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.'
Console/PC, Indie, Programming, Art, Design, Production

Come out to GDC for an inside look at the making of Divinity: Original Sin 2!  
by Staff [01.25.19]
Larian Studios' Divinity: Original Sin 2 has been called one of the best role-playing games of its time, and at GDC 2019 Larian chief Swen Vincke will show you how it was made!
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Chat with Futuregrind dev Owen Goss at 3PM ET  
by Bryant Francis [01.25.19]
Learn about the making of FutureGrind and ask your questions for game developer Owen Goss starting at 3PM ET.
Console/PC, Design, Video

Blog: Making game music with external collaborators
by Gamasutra Community [01.25.19]
The creative and technical challenges of designing video game music are sometimes hard to discuss with people outside the core developer's team. Let's dig in to our process.
Audio, Design

Blog: Game accessibility quotes of 2018
by Gamasutra Community [01.25.19]
2018 was a vintage year for inclusion of gamers with disabilities, with all kinds of lovely firsts. Accessibility advocate Ian Hamilton runs down the year in quotes.
Design

Video: The real-time rendering of Rogue One 1
by Staff [01.24.19]
In this GDC 2017 talk, ILM's John Knoll ILMxLab's Roger Cordes and Naty Hoffman discuss the rendering technology inspired by video games that the team created for Rogue One: A Star Wars Story.
Console/PC, Design, Production, Video

GDC Speaker Q&A: Riley Pietsch explores Call of Duty: WWII's social spaces
by Staff [01.24.19]
Sledgehammer Games' Riley Pietsch chats about the making of Call of Duty: WWII's social hub in advance of his GDC talk.
Console/PC, Design

Don't Miss: The undying allure of the Metroidvania 18
by Christian Nutt [01.24.19]
Gamasutra speaks to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Design

Attend GDC and see how Arkane's innovative Prey DLC Mooncrash was made!
by Staff [01.24.19]
Come to GDC 2019 in March for a rare behind-the-scenes look at the making of Mooncrash, a fresh and innovative piece of DLC for the already remarkably well-crafted immersive sim Prey.
Console/PC, Design

GDC 2019 State of the Industry: Nearly 50% of devs support unionization  
by Staff [01.24.19]
The results of the latest GDC State of the Industry survey are out, offering unparalleled insight into how game makers feel about unionization, the state of Steam, crunch time, and more!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Solving interdimensional crimes in Double Cross  
by Gamasutra Community [01.24.19]
A unique feature in Double Cross is its investigation system, unusual in action-platforming games. How did it come to be, and how did it evolve to the one that shows up in the final game?
Console/PC, Design, Production

Unearthing the Pokemon-inspired Diablo game that never was  
by Chris Kerr [01.24.19]
"Pokemon was really big at the time. We thought we might do something similar where you could fight these monsters and get this whole different genre, age group."
Smartphone/Tablet, Design, Production

Blog: How to create a semi procedural cartoon foam shader 8
by Gamasutra Community [01.24.19]
In this article, I'll explain my workflow to create a semi procedural shader to make cartoon foam without having to handle uvmapping for each new mesh created.
Programming, Design, Production

Designing the sublimely soothing mobile game, Valleys Between
by Joel Couture [01.24.19]
Valleys Between is a mobile game about nurturing nature -- of protecting a valley. We spoke with designer Blake Wood about the challenges of capturing nature and growth with a handful of motions.
Smartphone/Tablet, Indie, Design, Video

Video: Shadow Cities and the future of location-based games  
by Staff [01.23.19]
In this GDC 2012 talk, Grey Area's Markus Montola discusses Shadow Citiesand some of the key lessons from the early days of mobile location-driven video games.
Smartphone/Tablet, Design, Video

Don't Miss: A Game Design Deep Dive into SteamWorld Dig's digging mechanic 2
by Staff [01.23.19]
Here, the team describes the process they went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Design

Master the art of creating and managing great live games at GDC 2019  
by Staff [01.23.19]
Don't miss all the great GDC 2019 talks aimed at helping you become a better live game developer! Catch these talks from folks who've worked on Fallout 76, Armello, Path of Exile and more!
Console/PC, Social/Online, Programming, Design, Production, GDC

Strap in for a Panzer Dragoon Classic Game Postmortem at GDC 2019!  
by Staff [01.23.19]
This is a special Classic Game Postmortem because you get 2 speakers and not 1 but 3 Saturn games discussed in-depth: the original Panzer Dragoon, Panzer Dragoon Zwei and RPG Panzer Dragoon Saga.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Epic Games acquires digital character specialist 3Lateral  
by Chris Kerr [01.23.19]
The Serbia-based company offers a variety of services including character conceptualization, face rigging, 3D scanning, and modeling.
Design, Production, Business/Marketing

Adobe acquires Substance toolkit creator Allegorithmic 12
by Chris Kerr [01.23.19]
Adobe has acquired Allegorithmic, the French company behind the Substance 3D material and texture creation toolkit that's used by a wide variety of game studios.
Art, Design, Production, Video