Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 15, 2019
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Blog: Growing the conversation on game design 12
by Gamasutra Community [01.11.19]
Despite how it has come to define this industry, the study of game design for a lot of people continues to be discounted, and it's time for that to change.
Design

Video: Creating the characters and world of Mafia III
by Staff [01.10.19]
In this GDC 2017 talk, Hangar 13's William Harms discusses how the team used real history to inform Mafia III's characters and overarching narrative
Console/PC, Design, Video

GDC is the place to be if you want to sharpen your VR game dev skills!  
by Staff [01.10.19]
If you want to level up your skills and make better, more successful virtual reality experiences, this year's Game Developers Conference in San Francisco is where you want to be!
VR, Console/PC, Design, Production, GDC

Alt.Ctrl.GDC Showcase: HELLCOUCH  
by Joel Couture [01.10.19]
HELLCOUCH has players playing with seating arrangements, "performing the sacred butt ritual" in order to free a demon from a couch.
Indie, Design, Video, alt ctrl gdc

Go inside the design of Supercell's new hit game Brawl Stars at GDC 2019!  
by Staff [01.10.19]
Between Clash of Clans and Clash Royale the folks at Finnish game dev Supercell have proved they've got serious game design chops, and at GDC you'll get to see how they've built their latest hit!
Smartphone/Tablet, Design, GDC

Blog: A look at the virtual cities of Grim Fandango  
by Chris Kerr [01.10.19]
An excerpt from the forthcoming Virtual Cities atlas taking a closer look at Grim Fandango's Rubacava.
Console/PC, Design, Production

Blog: Direction tools for writing in-game dialogue  
by Gamasutra Community [01.10.19]
We present some concepts that might enrich your available toolset when writing and designing in-game dialogue, mostly inspired by comic design.
Design, Production

More than a throwback: How Dusk nails the best parts of 90s FPS games  
by John Harris [01.10.19]
After years in development including a period in Early Access, Dusk finally hit full release a month ago. We talked to creator, programmer, level builder and game designer David Szymanski about this successful Quake homage.
Console/PC, Design

Alt.Ctrl.GDC Showcase: Table44  
by Joel Couture [01.09.19]
Table44, a table of shimmering colors and song, looks to bring players together through its dazzling light show and accessible design.
Indie, Design, Video, alt ctrl gdc

Blog: A guide for optimizing audio imports in Unity 4
by Gamasutra Community [01.09.19]
Freelance game audio designer Zander Hulme has put together a guide that explains how to use Unity's audio import settings to improve game performance.
Programming, Audio, Design

Berlin museum opens exhibition exploring the queer history of games  
by Chris Kerr [01.09.19]
The major exhibition will encompass over 30 years of media history, and will spotlight playable titles, concept art, fan-made mods, and documents from notable online communities.
Design, Production

Blog: The importance of spatiality in game design  
by Gamasutra Community [01.09.19]
A strong focus on spatiality can lead to a large variety of interesting situations, incentivize intuitive decision-making and foster depth and emergence.
Design, Production

Video: A classic postmortem of Bejeweled  
by Staff [01.08.19]
In this GDC 2011 talk, PopCap Games' Jason Kapalka delivers a postmortem of Bejeweled, one of the most popular puzzle games of all time.
Console/PC, Design, Video

The Sims is integrating with Amazon Alexa devices  
by Emma Kidwell [01.08.19]
The Sims development team announced earlier today that The Sims will be integrated into Amazon Alexa devices, and is scheduled to launch next week. 
Console/PC, Design

Don't Miss: How Capcom tackled Western fantasy with Dragon's Dogma 6
by Staff [01.08.19]
In this notable 2011 interview, Dragon's Dogma director Hideaki Itsuno & producer Hiroyuki Kobayashi explain how the team that made Devil May Cry 4 ended up on a road inspired by Lord of the Rings.
Console/PC, Design

Blog: Squeaky Wheel's 2018 Year in Review  
by Gamasutra Community [01.08.19]
I reflect on Squeaky Wheel's 2018, opining on conventions, keeping up motivation, and how the Steam algorithm changes affected us.
Design, Production, Business/Marketing

Get an inside look at the making of Into the Breach at GDC 2019!  
by Staff [01.08.19]
Specifically, Subset Games' own Matthew Davis will be at GDC 2019 to give you an unprecedented look at how this critically-lauded strategy game was made.
Indie, Design, GDC

Blog: What I learned designing Sausage Sports Club 1
by Gamasutra Community [01.08.19]
Here are some of the lessons I learned while designing Sausage Sports Club, including a few deep dives into specific features.
Design, Production

Cosmic Top Secret, and a path to autobiographical game design  
by John Harris [01.08.19]
Produced by Danish film and game studio Klassefilm, Cosmic Top Secret recounts the experience of game director Trine Laier as she discovers her parents' role in the national security of her country.
Console/PC, Design, Video

Video: How to encourage cooperative behavior during co-op play  
by Staff [01.07.19]
In GDC 2011 session, Ubisoft Toronto's Patrick Redding explores game mechanics that help encourage cooperative play for the benefit of other game developers.
Console/PC, Social/Online, Design, Video