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March 30, 2017
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Updates » Design
Don't Miss: Building customizable characters for Destiny  
by Staff [03.27.17]
As all eyes turn to Bungie for more details on Destiny 2, take a look back at this 2014 GDC talk about designing the wide variety of gear that kept Destiny players coming back for more.
Console/PC, Art, Design

Blog: Thoughts on one-shot game trailers 11
by Gamasutra Community [03.27.17]
Last week, David O'Reilly released the trailer for Everything. True to the title, the trailer tries to encapsulate all that the game has to offer in a single stretch -- that's ten minutes long.
Design, Business/Marketing

Blog: Traversal and the problem with walking simulators 15
by Gamasutra Community [03.27.17]
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time."
Design

Video Game Deep Cuts: Mass Effect's Hoodiegate Pile-On  
by Gamasutra Staff [03.26.17]
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

To write better games, Chris Avellone takes lessons from Dr. Who  
by Alex Wawro [03.24.17]
"Throw the players into an environment with a lot of visual mysteries," veteran game designer Chris Avellone told Glixel. "Then you let them explore the environment, & try and solve those mysteries."
Console/PC, Design

Hitman dev says the secret to expansive level design is spirals  
by Alex Wawro [03.24.17]
"They're basically spirals, or a snail house, we call it," IO Interactive's Torbjorn Christensen told Rock, Paper, Shotgun,, explaining the in Hitman levels like Sapienza and Hokkaido.
Console/PC, Design

Why has BioWare made the same multiplayer game three times in a row?  
by Bryant Francis [03.24.17]
We take a look at why BioWare has stuck with horde mode multiplayer for Mass Effect: Andromeda.
Console/PC, Design, Video

Video: How Pokemon Go was designed to be playable in public  
by Staff [03.24.17]
At GDC 2017, Niantic's Dennis Hwang hopped onstage to showcase how Pokemon Go was designed to be intuitive and safe to play in public -- and what other devs can learn from the process.
Social/Online, Art, Design, Video, Vault

Blog: An overview of the GDC 2017 UX Summit 1
by Gamasutra Community [03.24.17]
Epic Games' director of user experience Celia Hodent offers a succinct look at the UX Summit from GDC 2017.
Design, Business/Marketing

We're streaming some Mass Effect: Andromeda multiplayer today at 3PM EDT  
by Bryant Francis [03.24.17]
Join us at 3PM EDT (12 PDT) for a close look at the best ways to die in the new Mass Effect: Andromeda multiplayer.
Console/PC, Design, Video

Blog: How we created our typing adventure game, Epistory  
by Chris Kerr [03.24.17]
A bit of a post-mortem, a bit of marketing article, a bit of art. Here's a retrospective on the development of our typing adventure game, Epistory.
Design, Production, Business/Marketing

Blog: Living the dream - from video game player to successful creator 1
by Gamasutra Community [03.24.17]
In this two-part blog post, I tell the story of how I became a successful indie developer, discussing funding, crowdfunding, recruiting developers, and more.
Design, Business/Marketing

Animators Roundtable: The Mass Effect: Andromeda pile-on 6
by Simon Unger [03.24.17]
"On a AAA project of this scope, most of the smaller cut scenes are never seen by the animators. Instead, you create a system for designers to use and trust the designers to script everything properly."
Console/PC, Art, Design, Production

How do you make being a moral person a challenge? A look back at Deus Ex 1
by Bryant Francis [03.23.17]
Being good in the real world isn't easy, but video games tend to laud you with praise for doing it. But Deus Ex has some design choices that may help you create moral ambiguity in your next game.
Console/PC, Design, Video

Video: How Respawn evolved the Titan combat in Titanfall 2  
by Staff [03.23.17]
At GDC 2017, Respawn game designer Carlos Pineda speaks about how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot.
Console/PC, Social/Online, Design, Video, Vault

To recapture intimate horror, Resident Evil 7 devs looked to the '90s  
by Alissa McAloon [03.23.17]
"...we focused on how to make players experience horror in an intimate way." Jun Takeuchi explores how classic Resident Evil horror influenced the latest game in the series.
Console/PC, Design, Video

Don't Miss: The deep voice of Darkest Dungeon has some advice on hiring voice talent 4
by Staff [03.23.17]
"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent.
Console/PC, Indie, Audio, Design, Production, Business/Marketing

Join us as we continue our Deus Ex stream today at 3 PM ET  
by Alex Wawro [03.23.17]
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we continue to rummage through Deus Ex in search of game design gems.
Console/PC, Design, Video

VRDC Fall is happening this September, and the call for talks is open!  
by Staff [03.23.17]
The call for submissions to present at VRDC Fall 2017, happening in San Francisco September 21st & 22nd, will remain open through Friday, April 21 at 11:59 PT. That's roughly a month away!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC

Blog: Composing video game music to build suspense - Part 2  
by Gamasutra Community [03.23.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, touching on the implementation of jump scares, bumpers, and whooshes.
Audio, Design