Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 22, 2017
arrowPress Releases






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


Updates » Design
7 examples of accessibility design that developers should study 4
by Rich Moss [06.14.17]
The more accessible a game is, the larger its potential audience and the happier its players.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Have a look at the game that became Puyo Puyo  
by Alex Wawro [06.13.17]
The games in question -- Dominon and Dominon X -- are reportedly early versions of Puyo Puyo, the mega-popular Japanese puzzle game franchise.
Console/PC, Design, History

Don't Miss: Metroid and beyond - Decision modeling for complex game maps 3
by Gamasutra Community [06.13.17]
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game.
Console/PC, Design

Blog: Improving inventory-aware pathfinding with map preprocessing  
by Gamasutra Community [06.13.17]
In the last article we introduced a basic approach for Inventory-Aware Pathfinding, a pathfinding algorithm capable of interacting with obstacles. Here, we will improve the algorithm's performance.
Design

Developer Q&A: Balancing storytelling and player choice in Prey  
by Alex Wiltshire [06.13.17]
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
Console/PC, Design, Video

Video: How designers and programmers can work better, together  
by Staff [06.12.17]
At GDC 2014, former Blizzard dev Brian Schwab took the stage to offer practical advice on how designers and coders can work together more effectively.
Console/PC, Indie, Programming, Design, Video, Vault

Don't Miss: 10 seminal game postmortems every developer should read 3
by Staff [06.12.17]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Programming, Art, Design, Production

7 roguelikes that every developer should study 3
by Stefanie Fogel [06.12.17]
Procedurally generated levels. Permadeath. Controller-smashing amounts of difficulty. Gamasutra asked several devs to single out some of the most instructive examples of the Roguelike genre.
Console/PC, Indie, Design

Video Game Deep Cuts: Oxygen Arms Not Included  
by Gamasutra Staff [06.11.17]
This week's top longform articles & videos include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'Tutorials are not fun', so a Klei dev offers tips on avoiding them  
by Alex Wawro [06.09.17]
"If you can feel like you discovered it on your own, that's the Holy Grail," Oxygen Not Included dev Johann Seidenz tells Gamasutra in a chat about teaching players. "That's what makes the game fun."
Indie, Design, Video

Go behind the development process of The Elder Scrolls Online: Morrowind  
by Bryant Francis [06.09.17]
We sat down to chat with Elder Scrolls Online game director Matt Firor about why Zenimax Online Studios made a paid expansion for its gigantic online game.
Console/PC, Design, Video

Video: Street Fighter V and the impact of art design in fighting games  
by Staff [06.09.17]
At GDC 2017 Street Fighter V art director Toshiyuki Kamei spoke at length about Capcom's approach to art directing fighting games -- and how fighting games are, in turn, shaped by their art style.
Console/PC, Art, Design, Video, Vault

Sonic designer Hirokazu Yasuhara zeroes in on how to design with fun in mind  
by Alissa McAloon [06.09.17]
Fun is often times a subjective concept, so how can game designers introduce elements into games that capture the feeling of fun?
Console/PC, Design, Video

Don't Miss: 17 mold-breaking fighting games that all developers should study 8
by Staff [06.09.17]
Take a look back at this exploration of some of the fascinating deviations and beautiful experiments that fighting game devs took to try and change up the fighting game formula.
Console/PC, Design

Chat with Elder Scrolls Online game director Matt Firor at 3PM EDT  
by Bryant Francis [06.09.17]
We're catching up with the minds behind The Elder Scrolls Online to talk about the latest Morrowind expansion at 3PM EDT.
Console/PC, Design, Video

Blog: A beginner's guide to crafting video game cities 5
by Gamasutra Community [06.09.17]
A (relatively) brief introduction to the art and science of crafting believable, immersive cities and urban environments for video games.
Design, Production

Blog: Designing the art and visual language of Ikenfell 2
by Gamasutra Community [06.09.17]
Here's an article looking at how I approached to the art and visual design of Ikenfell, complete with screenshots and examples of my process.
Art, Design

Q&A: Ken Rolston's development secrets of The Elder Scrolls IV: Oblivion 3
by Alex Wawro & Bryant Francis [06.09.17]
Here's the full transcription of Gamasutra's epic livestream chat with The Elder Scrolls IV: Oblivion's lead designer Ken Rolston.
Console/PC, Design, Video

Video: Building game mechanics to elevate narrative in Oxenfree  
by Staff [06.08.17]
At GDC 2017, Night Dive cofounder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Creating AI that thrives in procedurally-generated worlds  
by Staff [06.08.17]
Take a look back at this GDC talk from two The Flame and the Flood and Fortnite devs about how they've made AI that can adapt and thrive in both procedurally-generated and user-generated spaces.
Console/PC, Indie, Programming, Design