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February 21, 2017
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Updates » Design
Blog: The quest for the first FDA-approved video game  
by Gamasutra Community [02.13.17]
An excerpt from the book 'Power Play: How Video Games Can Save the World' by Asi Burak and Laura Parker.
Design

Blog: 7 tips for budding narrative designers 6
by Gamasutra Community [02.13.17]
Veteran narrative designer Angel McCoy, whose credits include Guild Wars 2, gives a few tips to new and future writers on how to build a strong skill foundation before the interviews begin.
Art, Design

Alt.Ctrl.GDC Showcase: Objects in Space  
by Joel Couture [02.13.17]
"It’s a bit like we’ve built a mock-up of the consoles from a real space capsule, but instead of mimicking a real one, we built it based on a fake retro sci-fi aesthetic of our own design."
Console/PC, Indie, Programming, Design, Production, Video

Blog: Player motivation in story-driven games 3
by Gamasutra Community [02.13.17]
This article concerns the dramatic value of player-character motivation in story-driven games, and illustrates techniques for adding a second narrative layer to game objectives.
Art, Design, Business/Marketing

The Legend of Zelda: Breath of the Wild devs are speaking at GDC 2017!  
by Staff [02.13.17]
Some of Nintendo's top developers are coming to GDC 2017 to talk about one of the company's most exciting projects: the upcoming Switch game The Legend of Zelda: Breath of the Wild!
Console/PC, Design, GDC

Road to the IGF: Misfits Attic's Duskers  
by Joel Couture [02.13.17]
In Duskers, players scrounge for scrap parts, combing through derelict freighters in the cold void of space. They are forced to send drones to do the dirty work, issuing orders through command lines.
Console/PC, Indie, Art, Design, Video, IGF

Game Design Deep Dive: Dynamic detection in Shadow Tactics 4
by Moritz Wagner [02.13.17]
"We analyzed how Viewcones were used in the old games and decided on where we wanted to improve it. This also lead us to re-thinking some aspects of player detection in the genre."
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Video Game Deep Cuts: The Alpha Kingdom Protocol  
by Gamasutra Staff [02.12.17]
This week's Video Game Deep Cuts include everything from a witty video appreciation of Kingdom's design to an Alpha Protocol retrospective, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Two years of roguelike development FAQs  
by Gamasutra Community [02.10.17]
An introduction to two full years of an ongoing discussion series aimed at sharing a multifaceted look at the numerous topics behind traditional roguelike code, design, and more.
Design, Production

Why pop culture characters may be essential to maintaining VR's growth  
by Bryant Francis [02.10.17]
If you're a developer looking to pitch the owner of a pop-culture franchise, you may want to heed this insight on what they're looking for in the VR marketplace.
VR, Design, Video

Blog: A systemic approach to game design, part 3 4
by Gamasutra Community [02.10.17]
Sometimes, a CEO/technical director/creative director/rendering dev/engine dev/game designer just needs to talk about making a holistic systems-first design process on a mech-based video game.
Design

What are the defining qualities of a good side-quest? 2
by Alissa McAloon [02.10.17]
Game Informer spoke with a handful of developers to discuss the different methods they use to create attractive side-quests and how those quests are plotted out within a game. 
Console/PC, Design

Watch GDC 2017 speakers try to pitch their talks to you in a minute or less! 1
by Staff [02.10.17]
They're very fun and personalized pitches for why you (yes you!) should carve out some time in your busy schedule to check out that each talk while you're attending GDC 2017 later this month!
Console/PC, Indie, Design, Production, GDC

Alt.Ctrl.GDC Showcase: Henning Steinbock's Close the Leaks  
by Joel Couture [02.10.17]
Close the Leaks (to prevent imminent death) is a four player arcade game that is controlled by stopping the air flowing out of hoses.
Indie, Programming, Design, Production, Video

Learn effective storytelling animation techniques for VR today at 3PM EST  
by Bryant Francis [02.10.17]
If you're working on a virtual reality game, you can get some animation tips for your game's characters from veterans of Telltale games and Pixar today at 3PM EST.
VR, Art, Design, Video

Blog: Design and monetization analysis of Fire Emblem Heroes 2
by Gamasutra Community [02.10.17]
Former Nintendo game director and programmer Motoi Okamoto provides a detailed look at the game design and monetisation techniques behind the company's latest mobile effort, Fire Emblem Heroes.
Smartphone/Tablet, Design, Business/Marketing

Blog: A Look at gacha design in F2P games 1
by Gamasutra Community [02.10.17]
Today's post looks at the use of Gacha or Gashapon in F2P games, and how it impacts progression and monetization.
Smartphone/Tablet, Design

Road to the IGF: Ghost Town Games' Overcooked 1
by Chris Kerr [02.10.17]
Ghost Town Games co-founder Phil Duncan reveals how the studio created a frantic, co-op first experience in Overcooked, which is up for two awards at this year's Independent Games Festival.
Console/PC, Design, Production, Video, IGF

Gabe Newell opens up about Valve's VR plans 10
by Alex Wawro [02.10.17]
Valve founder Gabe Newell chats about the company's approach to VR, covering everything from its 3 new VR games in development to its plans for the Vive hardware and the future of the VR market.
VR, Console/PC, Design, Business/Marketing

Newell: Valve in development on 3 new VR games 1
by Alex Wawro & Gamasutra Staff [02.09.17]
Company founder Gabe Newell has been discussing the state of the company and its foray into VR, confirming to Gamasutra three new VR-specific games in development at Valve.
VR, Console/PC, Design, Production, Business/Marketing