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April 27, 2017
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Updates » Design
Video: Warren Spector's postmortem of Deus Ex  
by Staff [04.19.17]
At GDC 2017 game dev veteran Warren Spector delivers a postmortem talk on Deus Ex, Ion Storm's seminal immersive sim, and reflects on what he learned from the experience of making it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Dont Miss: Unpacking The Silver Case, A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [04.19.17]
The HD remaster The Silver Case hit PS4 this week so now is the perfect time to take a look back at this conversation with the game's devs about character design, story, and the port itself.
Console/PC, Indie, Art, Design

Discuss what is best in life with Conan Exiles' Joel Bylos at 3PM PDT  
by Bryant Francis [04.19.17]
We're talking with the creative director of Funcom's Conan Exiles today at 3PM EDT. Come chat with us!
Console/PC, Design, Video

Blog: Navigating the space of game design
by Gamasutra Community [04.19.17]
Designing a game spawns an endless set of ideas - ideas that need to be sorted. In order to do this, you need a method of evaluating them. So here's five different ways of thinking about game design.
Design

Opinion: Why does Mass Effect: Andromeda's open world feel so closed?
by Katherine Cross [04.19.17]
Mass Effect: Andromeda is brilliant pulpy fun. But it seems to be the latest in a line of recent games that struggle to give meaning to the vastness of their open spaces.
Console/PC, Design

Blog: 7 reasons why you can't stop playing Clash Royale
by Gamasutra Community [04.19.17]
I've quit and uninstalled Clash Royale more times than I can count. But I've also installed it more times than I've deleted it. This post analyzes why I'm hooked to this masterpiece.
Smartphone/Tablet, Design, Business/Marketing

Crafting the multiple victory states of the RTS Northgard 2
by Alan Bradley [04.19.17]
“Vikings are always portrayed as strong warriors, but they were also explorers and merchants, with a strong oral culture. This is translated into the game through the Lore, Trade and Fame victories.”
Console/PC, Indie, Design, Video

Don't Miss: How culling works 2
by Vaughan Young [04.18.17]
In this timeless feature, veteran coder Vaughan Young breaks down how different kinds of culling (frustum, occlusion and back face) work -- and how they can be applied to help devs make better games.
Console/PC, Indie, Programming, Design

Video: Lessons learned retrofitting Evolve for accessibility  
by Staff [04.18.17]
At GDC 2017, Gaikai's Tara Voelker breaks down what Turtle Rock learned when it took steps to make the asymmetrical multiplayer shooter more accessible to more players post-launch.
Console/PC, Social/Online, Design, Video, Vault

How Spelunky's designer set out to create complexity with simplicity  
by Alissa McAloon [04.18.17]
The documentary series Noclip interviewed the creators of the procedurally generated platformer Spelunky to find out how the game came to be and what makes it tick.
Console/PC, Indie, Design, Video

Don't Miss: What game devs love about classic LucasArts adventure games 30
by Frank Cifaldi [04.18.17]
Full Throttle is the latest LucasArts classic to see a remaster, so be sure to take a look back at this 2013 feature to find out why many game devs think these adventure games have become timeless.
Console/PC, Design

Blog: Making it up as you go along in The Franz Kafka Videogame
by Gamasutra Community [04.18.17]
The developer behind The Franz Kafka Videogame explains how he defied his previous game studio experience and totally improvised through the course of a game's development.
Console/PC, Indie, Design

The Signal from Tolva: Small team makes a big open world shooter 3
by Chris Priestman [04.18.17]
A series of smart, pragmatic design decisions allowed the tiny team at Big Robot Games to craft the big open world shooter The Signal from Tölva.
Console/PC, Indie, Design, Video

New doc sheds light on how Guerrilla built the world of Horizon: Zero Dawn  
by Alex Wawro [04.17.17]
Over the weekend, Dutch broadcaster VPRO published a 45-minute documentary to YouTube about Dutch studio Guerrilla Games and its work on the remarkably successful open-world game Horizon: Zero Dawn.
Console/PC, Design, Video

Watch devs analyze what works about Breath of the Wild's design  
by Alex Wawro [04.17.17]
Game Informer hosts Campo Santo's Jake Rodkin, 17-Bit's Jake Kazdal, ArenaNet's Aaron Linde & Ghost Story Games' Ken Levine to discuss (in depth!) the design of Nintendo's new Zelda.
Console/PC, Design, Video

How Blizzard rebuilds Overwatch characters for Heroes of the Storm  
by Bryant Francis [04.17.17]
As Genji leaps into the fray in Heroes of the Storm, we chat with game director Alan Dabiri about the challenges behind importing new characters from other Blizzard games.
Console/PC, Design

Video: Building the worlds of No Man's Sky using math(s) 1
by Staff [04.17.17]
At GDC 2017, Hello Games' Sean Murray deconstructs some of the most important technologies (and interesting challenges) behind generating realistic and alien terrains in No Man's Sky using math.
Indie, Programming, Design, Video, Vault

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [04.17.17]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Blog: A step-by-step guide to building and testing game UI prototypes 4
by Gamasutra Community [04.17.17]
Experienced game UI and UX experts offer a handy step-by-step approach on how to build and test your game UI prototypes in the pre-production stage.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: A creative way to give basic audio inputs narrative meaning  
by Gamasutra Community [04.17.17]
How one team hacked together an interactive journey driven by microphone inputs, bringing together the audience, performer, and experience.
Serious, Design