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February 26, 2017
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Updates » Design
At GDC 2017, Sony digs into how to design games for the PSVR Aim controller  
by Staff [02.17.17]
At GDC 2017, Sony's Richard Marks and Tom Bruckbock will join the devs of VR shooter Farpoint to dive into the world of VR game development utilizing the gun-shaped PS VR Aim Controller.
VR, Design, GDC

Blog: How 'games as service' delayed Owlboy for nearly a year 5
by Gamasutra Community [02.17.17]
In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title.
Design, Business/Marketing

Blog: Dissecting the horror of Far Cry 2 3
by Gamasutra Community [02.17.17]
Some thoughts on how narrative and design elements in Far Cry 2 come together to create a very powerful experience.
Console/PC, Design

Road to the IGF: The Molasses Flood's The Flame in the Flood  
by Joel Couture [02.17.17]
The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey.
Console/PC, Indie, Art, Design, Video, IGF

Keywords drops $1.49M on visual effects studio, Spov  
by Chris Kerr [02.17.17]
Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million. 
Art, Design, Business/Marketing

Alt.Ctrl.GDC Showcase: Studio Bruyant's Super Brin  
by Joel Couture [02.17.17]
Super Brin will have the player throwing a ball to hit targets. That throw begins in the real world, and the properties of that throw then shift into the digital space of the game. 
Console/PC, Indie, Design, Video

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