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August 29, 2016
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Updates » Design
Obduction let Cyan experiment with VR in a non-Myst universe 1
by Richard Moss [08.24.16]
Obduction, which is out today, is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
VR, Console/PC, Indie, Art, Design, History, Video

Household Games hires speedrunner as accessibility advocate  
by Bryant Francis [08.23.16]
The new studio from former Guacamelee developer Jason Canam has hired an advocate to make its games more accessible for disabled players.
Console/PC, Design

Don't Miss: How Valve uses Team Fortress 2 as a game dev guinea pig 11
by Staff [08.23.16]
The seminal Team Fortress Quake mod is over two decades old, and now Team Fortress 2 has become a critical part of how Valve operates. In this classic feature, Valve's Robin Walker explains how.
Console/PC, Design, Production

Blog: The craft of game design cannot be measured by any metric 8
by Gamasutra Community [08.23.16]
"If game design is a craft, what becomes of it when game development is driven solely by financial metrics? Does any of the craft remain?"
Design, Business/Marketing

Writing Deus Ex: Mankind Divided to 'hold a mirror up to the world' 4
by Alex Wawro [08.23.16]
Eidos Montreal's Mary DeMarle chats about art and business of writing Deus Ex: Mankind Divided, a game about conspiracy theories, terrorism and fear released this week into a world awash in the same.
Console/PC, Design

Don't Miss: Divinity: Original Sin is a game Larian Studios waited 15 years to make 7
by Alex Wawro [08.22.16]
"We always wanted to make an old-school PC RPG with multiplayer," said Larian's Swen Vincke in 2014. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing

Gen Con Highlight: Battling kaiju in The Massive vs. The Masses 1
by Katherine Cross [08.22.16]
Jake Alley's The Massive vs. The Masses is a hex-based asymmetrical strategy game for two. One player takes on the role of a titanic lizard monster and the other controls civilians and military units.
Console/PC, Design

Blog: A dev looks back on Splinter Cell: Blacklist's Benghazi level 2
by Staff [08.22.16]
"3 years ago, I shipped my first game, Splinter Cell: Blacklist," writes Jobye Karmaker. "We'll be running through 10 anecdotes & takeaways from the production of the map I worked on."
Console/PC, Design

Blog: Away from the crowds of Gamescom, there was a game jam... 3
by Kris Graft [08.22.16]
Gamasutra editor-in-chief Kris Graft hung out with some of the developers of the InnoGames jam, a 48-hour jam hidden from the crowds of Gamescom in Germany.
Console/PC, Programming, Design, Gamescom, GDC Europe

As SNES turns 25, devs discuss its 7 greatest graphics innovations 8
by Jon Irwin [08.22.16]
ďThe SNES was the golden age of pixel art," says Eric Barone, creator of Stardew Valley. "It had enough complexity to look interesting, but was limited enough that you had to be creative with it."
Console/PC, Art, Design, History

Don't Miss: The story of Blizzard's first-ever Warcraft multiplayer match 11
by Staff [08.19.16]
"Something changed when I played the first multiplayer game of Warcraft." Patrick Wyatt, programmer of Warcraft: Orcs vs. Humans, writes in the opening to this excellent 2012 feature.
Console/PC, Programming, Design

To write games effectively, get to the point 7
by Gamasutra Community [08.19.16]
Writing in video games is not just about the story. In some games there's tons of game rules informations to be conveyed to the player and it got to be done quickly and efficiently.
Console/PC, Indie, Design

Blog: Playing with the conventions of genre in game dev  
by Staff [08.19.16]
Continuing on his thread exploring the rules of games, game dev Stieg Hedlund I compares and contrasts similar issues in other media and shares lessons learned.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

As the SNES turns 25, devs weigh in on the console's 11 best games 25
by Jon Irwin [08.19.16]
A generation of developers grew up with the Super Nintendo. We asked several of them to weigh in on the console's touchstone games. 25 years later, these are the classics that still resonate
Console/PC, Design, History

How Square Enix Montreal acts like an indie to make its mobile games  
by Bryant Francis [08.18.16]
According to Square Enix Montreal employees, de-emphasizing specialized roles and increasing collaboration has improved its ability to make mobile games like Deus Ex Go.
Smartphone/Tablet, Design

Blog: Why we added Steam Achievements to our visual novel game 6
by Gama Sutra [08.18.16]
Echoes of the Fey is a visual novel, so why spend time to add Steam Achievements? One dev explains the potential benefits of putting achievements in narrative-centered games.
Indie, Design, Production

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Warbits: The postmortem of a 'certified dumb idea' 10
by Gama Sutra [08.18.16]
"Despite the fact that Warbits worked out for us, it was a certified dumb idea," writes one dev. "We hope this postmortem can shed some light."
Smartphone/Tablet, Design, Production

What game designers can learn from cinema  
by Gama Sutra [08.18.16]
In this blog post, game designer Sande Chen explores the ways film directors are masters of audience manipulation -- and what that means for game design.
Console/PC, Indie, Design

Crafting an asymmetric multiplayer horror experience in Dead By Daylight 1
by Joel Couture [08.18.16]
Dead By Daylight is indebted to a classic asymmetric multiplayer game. "The initial prototypes focused on the simplicity of hide and seek," says Behaviour Interactive creative director Ashley Pannell.
Console/PC, Indie, Design, Video