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March 26, 2017
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Updates » Design
Don't Miss: Designing architecture for impact in The Witness 19
by Gamasutra Community [03.15.17]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Indie, Art, Design, Production

We're streaming The Legend of Zelda: Breath of the Wild today at 3PM EST  
by Bryant Francis [03.15.17]
We're climbing walls, taming horses, and examining the open-world mechanics of the newest Zelda game today at 3PM EST.
Console/PC, Design, Video

Blog: Think twice before making an isometric strategy game in Unity 18
by Gamasutra Community [03.15.17]
There are some visual styles that will never stop teasing me. Pre-rendered 3D turned into 2D is one of them. Unfortunately, implementing that style using modern methods is anything but easy.
Programming, Design, Production

Inside Epic Games' big 'games as a service' pivot  
by Kris Graft [03.15.17]
One of the game industry's most prominent game studios became a games as a service company so gradually that you might not have even realized it.
VR, Console/PC, Social/Online, Smartphone/Tablet, Design, Production

Blog: How to fight randomization in game design 4
by Gamasutra Community [03.15.17]
Randomisation is a major part of keeping games from becoming stale, but good game design requires some way of tilting the odds in the player's favor, and there are several ways of doing just that.

Level Design Deep Dive: Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [03.15.17]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
Console/PC, Programming, Design, Video, Deep Dive

Video: How Prompto's selfie-snapping AI works in Final Fantasy XV  
by Staff [03.14.17]
At GDC 2017, Square Enix designer Prasert "Sun" Prasertvithyakarn delivers an ebullient presentation about how Final Fantasy XV's AI-driven photo system works.
Console/PC, Programming, Design, Video, Vault, GDC

How Czech Republic's game dev history shaped one indie studio  
by Lena LeRay [03.14.17]
Matej Jariabka of, the independent Czech studio behind The Great Wobo Escape, gives an overview of the indie scene in his home country.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Video

GDC 2017 talks are now available to watch via the GDC Vault!  
by Staff [03.14.17]
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Blog: Analyzing the four types of randomness in Hearthstone 7
by Gamasutra Community [03.14.17]
Ubisoft game designer Stanislav Costiuc takes a look at what types of random effects Hearthstone utilizes in its design.

Nintendo mini-series explores how Breath of the Wild was made  
by Chris Kerr [03.14.17]
"Some of our younger designers came up with very unique suggestions, like the idea that UFOs could invade from space and abduct cattle."
Console/PC, Programming, Art, Design, Production, Video

Blog: Gamification and artificial intelligence in game education 6
by Gamasutra Community [03.14.17]
What do you get when you cross gamification with a university course on game artificial intelligence? The best course ever, that's what.
Design, Business/Marketing

Meshing reflex-based action with turn-based strategy in Pit People 1
by Alan Bradley [03.14.17]
"Our last 3 games were all in reflex-based, action-oriented genres. We wanted to try something that's not reflex-based while still keeping it feeling quick. Poof! Fast-paced turn-based was born!"
Console/PC, Indie, Design, Business/Marketing, Video

In 1989, Miyamoto laid out his original design goals for Zelda  
by Alex Wawro [03.13.17]
"I wanted to create a game world that conveyed the same feeling you get when you are exploring a new city for the first time," said Miyamoto in a recently-translated interview from the '80s.
Console/PC, Design

Get a job: Phaser Lock Interactive is hiring a Lead RTS Game Designer  
by Staff [03.13.17]
Phaser Lock Interactive is looking for a Lead RTS Game Designer to create design materials, communicate layout, implement gameplay, and more in Austin, TX.
VR, Console/PC, Design, Recruitment

Don't Miss: A brain dump of what I worked on for Naughty Dog's Uncharted 4 15
by Gamasutra Community [03.13.17]
Following the game's release last summer, game programmer Ming-Lun Chou offered this in-depth look at the work he did at Naughty Dog for Uncharted 4.
Console/PC, Programming, Design

Blog: Getting started with MonoGame using Visual Studio 1
by Gamasutra Community [03.13.17]
Many have asked how to get started with MonoGame or how to get running with Platform X or Y. This article walks you through everything you need to know to kick things off.
Programming, Design, Production

Blog: Designing immersive puzzles in Dying: Reborn  
by Gamasutra Community [03.13.17]
Designing a horror puzzle game which is full of puzzles is extremely difficult. This series of articles will talk about how we designed immersive puzzles in our console game, Dying: Reborn.

Blog: Designing for deep gameplay in Anew: The Distant Light 2
by Gamasutra Community [03.13.17]
Game director Steve Copeland discusses designing for deep gameplay, and details application of abstract theory to both a conventional and an exotic game weapon
Programming, Design

Blog: Why it's okay to let players cheat 6
by Gamasutra Community [03.13.17]
I attempt to make an argument for why I think you should let your players cheat within your single player game. Or at least, why I decided to let them.