Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 21, 2017
arrowPress Releases

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

Updates » Design
Blog: What kind of tools should kids make games with? 8
by Gamasutra Community [01.11.17]
A look at the kinds of tools available for kids to develop games with, and an exploration of the pros and cons of each.
Design, Production

Blog: 20 things I've learned about game development 24
by Gamasutra Community [01.11.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years. Here they are!
Design, Production

Don't Miss: Applying lessons learned from bad horror games in Dead Secret 4
by Staff [01.10.17]
Chris Pruett's encyclopedic knowledge of horror games fueled the creation of Dead Secret. But, surprisingly, he said that bad horror games taught him a lot more than the masterpieces.
Indie, Design, Production

At GDC 2017, see how Square Enix merged fantasy with reality in Final Fantasy XV  
by Staff [01.10.17]
At GDC 2017 Square Enix will show how "a fantasy based on reality" came to be in the real world, and how a cohesive, coherent narrative was maintained in Final Fantasy XV amid swathes of information.
Console/PC, Design, GDC

Blog: The two reasons why video game adaptations are horrible 9
by Gamasutra Community [01.10.17]
Adapting video games to other mediums is never easy, but there are two big pitfalls that movies get it wrong in translation.

Blog: How being a game designer made me a better producer 6
by Gamasutra Community [01.10.17]
I'm mainly a producer, but I worked as a game designer for six months on my last project, which taught me a huge amount about working with game designers.
Design, Production

7 introductory levels that all game developers should study 3
by Richard Moss [01.10.17]
The beginning of a game is crucial. These seven titles all strike a great balance between helping players learn how to play and setting mood and expectations for the hours ahead. 
Console/PC, Indie, Design

How Final Fantasy VII conquered 3D and made history  
by Alissa McAloon [01.09.17]
After two years of work and interviews with over thirty people, Polygon has published a massive feature that documents the inception, development, and impact of Final Fantasy VII.
Console/PC, Programming, Design, Production

Opinion: Lana Beniko, The Old Republic's best Immoral Woman 2
by Katherine Cross [01.09.17]
Star Wars: The Old Republic has many peaks and valleys in its storytelling, but with the character of Lana Beniko it reached one of its loftiest summits.
Console/PC, Design

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.09.17]
The makers of Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge share tips on how to design a gameplay features that are catnip to the speedrunning community.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Bethesda PR VP: Design games to be unique rather than crowdpleasers 1
by Alissa McAloon [01.09.17]
'Don’t design the game based around the bullet points you think need to be on the back of the box,' advises Pete Hines, Vice President of PR and Marketing at Bethesda.
Console/PC, Design

Come to GDC 2017 for Blizzard's tips on helping players tell their own stories  
by Staff [01.09.17]
2017 Game Developers Conference organizers want to let you know about a great game design talk taking place at the show from Blizzard game director Eric Dodds that explores why player stories matter.
Console/PC, Design, GDC

Blog: A brutally honest postmortem of indie platformer, Poncho 19
by Gamasutra Community [01.09.17]
This is where I go through all the trials and tribulations of creating a multi-platform indie game over four years. Maybe by reading this, you won't make the same mistakes we did. Enjoy!
Console/PC, Art, Design, Production, Business/Marketing

Rethinking the player avatar in VR 2
by Phill Cameron [01.09.17]
We talk to Max Weisel of NormalVR, Nicolas Doucet of Playroom VR, and Timothy Johnson of Sluggy's Fruit Emporium about the possibilities and pitfalls of VR avatars, as well as why non-human avatars are the way forward.
VR, Console/PC, Indie, Programming, Design, Production

Video Game Deep Cuts: Let It Die, 2017  
by Gamasutra Staff [01.08.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, profiles 2016's highlights, 2017's future highlights, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Lessons learned from a composer turned game developer  
by Alissa McAloon [01.06.17]
After composing music for SimCity and Assassin’s Creed Unity, Chris Tilton remarks on his experiences creating soundscapes for a game created by a studio he founded.
Console/PC, Audio, Design

Get a job: Demiurge Studios is hiring a UX Design Lead  
by Staff [01.06.17]
Demiurge Studios is looking for an amazing UX Design Lead to conceive, specify, implement, and tune amazing user experiences for mobile in Cambridge, Massachusetts.
Smartphone/Tablet, Design, Recruitment

Blog: How Valiant Hearts drives you to the breaking point 3
by Gamasutra Community [01.06.17]
How Valiant Hearts manages to push players to breaking point with straight laced subversion.
Console/PC, Design

Don't Miss: Co-op communication in Lovers in a Dangerous Spacetime  
by Staff [01.06.17]
What was the secret to making the challengingly chaotic two-player couch co-op of Lovers in a Dangerous Spacetime coherent and "finishable?" Enabling better communication and letting players pick their roles.
Indie, Design

Opinion: Star Wars: The Old Republic, five years on 2
by Katherine Cross [01.06.17]
The Old Republic's latest expansions--Knights of the Fallen Empire and Knights of the Eternal Throne--are vintage Bioware storytelling that are worthy of being given the much-coveted title of KotOR 3.
Console/PC, Design