Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 28, 2016
arrowPress Releases
September 28, 2016
PR Newswire
View All






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


Updates » Design
Don't Miss: How Irrational gave life to Bioshock Infinite's Elizabeth 1
by Staff [09.16.16]
Bioshock Infinite's animation director takes the stage at GDC 2014 to explain in remarkable detail how the character design of Elizabeth evolved and ultimately involved every department of Irrational.
Console/PC, Art, Design

Blog: Putting Antegods into player hands for the very first time  
by Gamasutra Community [09.16.16]
Antegods developer Peter de Jong explains what he and his team learned when they showed the game to players for the very first time.
Design, Production

Come out to VRDC and learn to make great interactive VR characters  
by Staff [09.16.16]
Come to VRDC in November and hear Limitless chief Tom Sanocki (a veteran of Bungie and Pixar!) talk about designing 'Gary the Gull', an interactive VR film that talks to you -- and you can talk back!
VR, Design

Would you kindly join us and BioShock designer Bill Gardner today at 3PM EST?  
by Bryant Francis [09.16.16]
We'll be streaming BioShock with its lead level designer on our new Twitch channel today at 3PM EST. Come chat with us!
Console/PC, Design, Video

Blog: How an NPR story turned into a blindness simulation for VR 2
by Gamasutra Community [09.16.16]
Game designer Christian Allen breaks down how a blindness simulation for VR came from a radio show.
VR, Design

Blog: Finding the fun in game design 4
by Gamasutra Community [09.16.16]
Subnautica and Natural Selection 2 designer Charlie Cleveland looks at why designing a game often feels like finding your game, and yourself.
Design, Production

Devs discuss the past and future of the 'roguelike' 2
by John Bridgman [09.16.16]
What hath Rogue wrought? A subgenre of randomly generated dungeon crawlers dubbed Roguelikes, and many innovative experiments in procgen. We spoke to several developers about the impact of the classic.
Console/PC, Indie, Design, History

How Reigns' lead developer made politics feel as goofy as Tinder 2
by Bryant Francis [09.15.16]
François Alliot began working on Reigns to mock the idea of complex politics boiled down to yes-or-no situations. Then Brexit happened.
Smartphone/Tablet, Design

Don't Miss: The original BioShock postmortem 16
by Alyssa Finley [09.15.16]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock -- which has become a seminal game.
Console/PC, Programming, Art, Audio, Design, Production

Blog: A practical guide to writing diverse characters 7
by Gamasutra Community [09.15.16]
If we are to tell new, interesting stories in game, we need to consider whose stories we are telling as well. This blog post offers some tips on how to create diverse characters.
Design, Production

Ken Levine reflects on BioShock: 'I don't enjoy shipping games'  
by Alex Wawro [09.15.16]
"If I could still get paid, I would make games and never ship them," Ken Levine tells Glixel, reflecting on his time making BioShocks. "I don't enjoy shipping games. I think it's kind of dreadful."
Console/PC, Design, Production

Believing is seeing: Orwell and surveillance sims  
by Katherine Cross [09.15.16]
Osmotic Studios’ Orwell has players snooping through IM chats and blog posts, gathering data to assemble a profile of a suspect. The chilling consequences of your choices are made abundantly clear.
Console/PC, Indie, Design, Video

Now's the time to submit talks for the Independent Games Summit at GDC 2017!  
by Staff [09.15.16]
Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. 
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

National Videogame Foundation formed to 'celebrate and preserve' 1
by Chris Kerr [09.15.16]
The not-for-profit organization is based in the UK city of Nottingham, and has been established to "celebrate, preserve and interpret video games for everyone."
Art, Design, Business/Marketing

Following Valve's lead, Oculus is adding a VR boundary system for Touch  
by Bryant Francis [09.14.16]
Oculus' Nate Mitchell has confirmed that the company plans to add a virtual boundary system for Touch development in its next SDK update.
VR, Design

Video: How Pillars of Eternity's stat system ensures every build is viable  
by Bryant Francis [09.14.16]
If you're an RPG designer wondering how to make sure all the possible builds in your game are viable for all players, this analysis shows why you should look at Pillars of Eternity.
Console/PC, Design, Video

Don't Miss: Have @ You! The history of Rogue 24
by Matt Barton, Bill Loguidice [09.14.16]
Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How Head of State went from passion project to top-10 download  
by Gamasutra Community [09.14.16]
Head of State is a top-10 paid game in the UK, made by a team of three as a part time project in seven months, and this is how it was made.
Smartphone/Tablet, Design, Production, Business/Marketing

Learn the secrets of social VR gameplay and the VR tabletop at VRDC!  
by Staff [09.14.16]
At the standalone VRDC in November Red Storm's Justin Achilli will show how the studio developed Werewolves Within with a focus on social gameplay, breaking the notion of VR as a solitary activity.
VR, Design

Alexis Kennedy becomes Bioware's first ever guest writer  
by Chris Kerr [09.14.16]
Failbetter co-founder Alexis Kennedy has been invited to work with BioWare as the Mass Effect and Dragon Age developer's first ever guest writer.
Design, Production, Business/Marketing