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February 24, 2017
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Updates » Design
Blog: Keeping horror gaming fresh 1
by Gamasutra Community [02.17.17]
Frictional Games' low-combat stealth model permeates contemporary horror, but what's next for the genre?
Design

Devs discuss the history and the future of so-called 'walking sims' 20
by Jon Irwin [02.17.17]
We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?"
Console/PC, Indie, Art, Design

Video: Improving our games through subversive diversity  
by Staff [02.16.17]
Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Don't Miss: How to train players right, so they don't hate learning to play 13
by Mike Stout [02.16.17]
Designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
Console/PC, Design

Blog: A design discussion - Bloodborne vs Dark Souls 3 1
by Gamasutra Community [02.16.17]
From Software has been refining their action RPG design to a tee, and it's now time to break down two of their biggest hits.
Console/PC, Design

Road to the IGF: Student project Un Pas Fragile  
by Joel Couture [02.16.17]
A frog ballet dancer takes her first hesitant steps alongside the player in Un Pas Fragile. "It's a slow-mo WarioWare that tells a story," says developer Géraud de Courrèges.
Console/PC, Indie, Art, Design, Production, Video, IGF

Alt.Ctrl.GDC Showcase: Student project Emotional Fugitive Detector  
by Joel Couture [02.16.17]
Emotions make people dangerous in the world of Emotional Fugitive Detector. A machine is designed to scan the player's face and look for them, failing them should they be a too expressive.
Indie, Programming, Design, Production, Video

Designing boss fights from the bad guy's POV in Nefarious  
by Alan Bradley [02.16.17]
“It's a big love-letter to video game villains. Being the villain informed a lot of our decisions, from reverse boss fights to which side of the screen your health bar goes."
Console/PC, Indie, Design, Video

Watch top devs discuss video game storytelling in new vid series 5
by Alex Wawro [02.15.17]
The whole video series, titled "The Game Makers: Inside Story," is free to watch right now on the AIAS' YouTube channel and covers a broad enough range to interest most folks working in games today. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video

Blog: How video game composers can use music to build suspense  
by Gamasutra Community [02.15.17]
Video game composer Winifred Phillips presents extra research and scholarship gathered for her GDC 2017 talk 'Homefront to God of War: Using Music to Build Suspense.'
Audio, Design

Don't Miss: A close examination of gating in game design 10
by Staff [02.15.17]
"Great game designers understand the importance of properly gating systems and mechanics regardless of the genre," said Josh Bycer in this breakdown of different gating methods used in several games.
Design

Don't skip the Game Design Workshop at GDC 2017  
by Staff [02.15.17]
Come to GDC 2017 and attend the Game Design Workshop, an intensive two-day event where you'll study and scrutinize game design under the guidance of experts from Riot, Ubisoft, EA Motive, and more!
Console/PC, Design, GDC

Come to GDC 2017 and hear how Firewatch's unique dialog system works  
by Staff [02.15.17]
Campo Santo's Patrick Ewing is teaming up with Unity's William Armstrong to talk at GDC 2017 about the design and development of Firewatch's remarkable interruptable dialog system.
Indie, Programming, Design, GDC

Unreal Engine 4.15 update brings experimental Nintendo Switch support  
by Chris Kerr [02.15.17]
The latest version of Unreal Engine (4.15) has landed, and what's notable about this iteration is the inclusion of Nintendo Switch support. 
Console/PC, Design, Production

Is the Switch's HD Rumble feature a big deal for devs? Miyamoto thinks so 1
by Chris Kerr [02.15.17]
"When you put your pen on the screen, it's not just this dull vibration, you can feel the tap that the tip of the pen makes on the screen."
Console/PC, Design

Alt.Ctrl.GDC Showcase: vinylOS  
by Joel Couture [02.15.17]
A DJ's turntable becomes a video game controller with vinylOS, a game that uses scratching, spinning, and rewinding to play through games that are projected down onto a vinyl LP from above.
Indie, Programming, Art, Audio, Design, Production, Video

Blog: Obtaining an animated look from a hand-drawn image  
by Gamasutra Community [02.15.17]
This shader breakdown will explain step-by-step how to transform a static image into an animated, hand-drawn sketch.
Art, Design

'Feels like a different life': Arkane's Colantonio on going from Arx Fatalis to Prey 1
by Alex Wawro [02.15.17]
"We seem disorganized and like we don't know what we're doing, but I think it's part of a process," Arkane's Raphael Colantonio tells Gamasutra in this in-depth chat about his upcoming game Prey.
Console/PC, Indie, Design, Production

Road to the IGF: Student project FAR: Lone Sails  
by Joel Couture [02.15.17]
The connection between humans and the machines we need for surival earned FAR: Lone Sails a nomination for Best Student Game at the Independent Games Festival. Take a peek behind the dev curtain.
Console/PC, Indie, Design, Video, IGF

Blog: Making an indie game about indie game making 2
by Gamasutra Community [02.15.17]
A solo developer's struggle with creativity, depression, and finding a unique voice.
Design, Production, Business/Marketing