Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 29, 2017
arrowPress Releases






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


Updates » Design
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

7 memorable boss fights that every developer should study 4
by Richard Moss [04.17.17]
We reached out to developers to ask for their favorite examples of great boss fights that are worthy of close study. They tended to favor the classics.
Console/PC, Design

Video Game Deep Cuts: Hearthstone's Zero Dawn Shodown  
by Gamasutra Staff [04.16.17]
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch a Necrodancer dev break down what works (and what doesn't) on Steam  
by Alex Wawro [04.14.17]
Brace Yourself Games' Ryan Clark is now posting cuts of his regular game design / marketing analysis Twitch show, the Clark Tank, on YouTube. If you release games on Steam, it's pretty interesting!
Indie, Design, Business/Marketing, Video

How Perception translates blindness into game mechanics  
by Bryant Francis [04.14.17]
If you've wondered how accessibility education can help your game design, you should see how Bill and Amanda Gardner created the blind heroine of Perception.
Console/PC, Design, Video

Video: How Riot balances League of Legends for all skill levels  
by Staff [04.14.17]
At GDC 2017, Riot's Greg Street shares what the League of Legends maker has learned about game balancing from trying to keep the game engaging for players of all skill levels.
Social/Online, Design, Video, Vault

Double Fine founder Tim Schafer has some advice for indie devs  
by Alissa McAloon [04.14.17]
In an interview with Glixel, Tim Schafer talks about setting your own milestones, the allure of difficult games and why he warns every indie dev he meets that "shipping games sucks."
Console/PC, Indie, Design, Production

How emergent AI encounters can be beautiful in The Signal from Tolva  
by Bryant Francis [04.14.17]
If you're wondering how to achieve interesting emergent encounters in an indie game, you should see how The Signal From Tolva utilizes its AI.
Console/PC, Design, Video

Blog: Toward a productive game discourse 11
by Gamasutra Community [04.14.17]
When it comes to discussing how to push forward the craft of game development, we should care about talking to -- and not past -- each other, argues one game designer.
Design

Don't Miss: Capturing Star Wars' iconic look and sound in Battlefront 5
by Chris Kerr [04.14.17]
"Film & games don’t always play nice with each other," EA DICE's Niklas Fegraeus told Gamasutra. "Games require balance & fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design