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March 26, 2017
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Updates » Design
Why your niche game might need survival mechanics to survive on Steam 1
by Bryant Francis [03.17.17]
Find out how one developer took the survival mechanics he enjoyed on Steam and helped implement them into the strategy game he was working on.
Console/PC, Design, Business/Marketing, Video

The secret to Osiris: New Dawn's authentic giant crab walking? Math  
by Alex Wawro [03.17.17]
Inverse kinematics, to be more specific -- which is just what Osiris: New Dawn creative director Brian McRae does in a chat with Rock, Paper, Shotgun about the ambling mechanics of giant space crabs.
Console/PC, Design

Nier director: 'I have become that troublesome elder that I hated when I was young' 1
by Alex Wawro [03.17.17]
"Like a demon king in an RPG, I feel like I'm clinging to my castle of authority all alone and waiting for a new hero to come slay me," Nier: Automata director Taro Yoko tells Glixel.
Console/PC, Design

Don't Miss: To write games effectively, get to the point 7
by Gamasutra Community [03.17.17]
Writing in video games is not just about the story; often there are tons of game rules and information to be communicated to the player. Here's how to do it quickly and efficiently.
Console/PC, Indie, Design

Blog: Exploring game narratives and interactive mechanics  
by Gamasutra Community [03.17.17]
Sprite Sequence is a weekly video game series that follows a model similar to webcomics but in an interactive video game format. Here's why it should be on your radar.
Programming, Design, Production

Chat with the developer of Early Access hit Northgard today at 3PM EDT  
by Bryant Francis [03.17.17]
If you want to know how a strategy game can shoot up the Steam best-selling list while still in Early Access, you should join us as we chat with the developers of Northgard today at 3PM EDT.
Console/PC, Design, Production, Video

PAX East Report: The Shrouded Isle and embracing darkness in games  
by Katherine Cross [03.17.17]
This year, a subtle current among the indie games on display at PAX East was exploring life in cults from the inside.
Console/PC, Indie, Design, Video

Blog: Mastering music syncing in rhythm games 3
by Gamasutra Community [03.17.17]
The article describes the basic but essential techniques used to implement music-syncing in rhythm games. The example codes are written in C# with Unity.
Programming, Design

How Episode became the world's biggest interactive fiction platform 1
by Jennifer Allen [03.17.17]
By offering young women a platform for playing animated interactive stories, plus simple tools to create their own stories, Pocket Gems' Episodes created an unsung blockbuster platform for IF
Smartphone/Tablet, Art, Design, Production, Business/Marketing, Video

Dwarf Fortress dev: 'It always comes back to surprising ourselves'  
by Alex Wawro [03.16.17]
Dwarf Fortress developer Tarn Adams speaks at length to PC Gamer about the charms and challenges of trying to incorporate a robust magic system into the procedurally-generated, dwarf-centric game.
Console/PC, Design

The puzzles and paradoxes of Syberia 3  
by Katherine Cross [03.16.17]
Kate Walker has been in limbo for far too long, but at last her tale comes to the last panel of its triptych. Syberia 3 is slated for release on April 25th, after years of delays and funding problems.
Console/PC, Design, Video

Join us for a Deus Ex stream today at 3 PM ET  
by Alex Wawro [03.16.17]
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we reinstall Deus Ex and rummage through its many nooks, crannies, and conveniently-placed crates in search of game design gems.
Console/PC, Design, Video

Charting the game design evolution of The Witcher trilogy 8
by Chris Kerr [03.16.17]
"I'm not talking about simplifying things. I'm talking about smart introductions and flawless immersion. That's what we are very much after in games."
Console/PC, Design, Business/Marketing

Blog: The seven keys to solid game design 4
by Gamasutra Community [03.16.17]
In this post I seek to summarise some of the key lessons I've learned after a decade of game development.
Design

Microsoft doubles down on accessibility with Game Chat Transcription 1
by Chris Kerr [03.16.17]
Microsoft is piloting a new Game Chat Transcription feature on Xbox One and Windows 10 PCs that will give players with speech-to-text and text-to-speech capabilities.
Console/PC, Design

Blog: An open letter on Tourist Mode 13
by Gamasutra Community [03.16.17]
Over 50 is one of the fastest growing game demographics. So, please industry leaders, give us a 'tourist mode' suited to gray gamers with slower reflexes and weaker eyes than we once had.
Design

Here They Lie and the ethics of VR horror 1
by Holly Green [03.16.17]
Here They Lie creative director Cory Davis likens this stage of adapting horror to VR to psychedelic drugs. “You're gonna find people that want to be astronauts, but that's not the average consumer."
VR, Console/PC, Design, Production, Video

Why the CIA is using games to train its operatives  
by Alex Wawro [03.15.17]
"People playing a game, together they're experiencing the designers' mental model of insurgency in Afghanistan and sharing that model," CIA analyst and game designer Volko Ruhnke told Ars Technica.
Serious, Design

Key lessons developers can take away from Breath of the Wild 22
by Bryant Francis [03.15.17]
We take a look at the key design lessons developers can take away from The Legend of Zelda: Breath of the Wild.
Console/PC, Design, Video

Video: A postmortem look at the making of The Oregon Trail  
by Staff [03.15.17]
At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm.
Console/PC, Design, Video, Vault