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February 28, 2017
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Updates » Design
At GDC 2017, see how Pokemon Go was designed for easy play in the real world  
by Staff [02.14.17]
Niantic's own Dennis Hwang will be at GDC 2017 this month to deliver a talk on how Pokemon Go's UX and visual design choices were shaped by Niantic's focus on real-world gaming
Smartphone/Tablet, Art, Design, GDC

20 talks Gamasutra wants to see at GDC 2017, from sex scenes to grouchy fish  
by Staff [02.14.17]
Gamasutra writers recently put our heads together and picked some of our most-anticipated GDC sessions, with topics ranging from designing sex scenes in games to math(s) to...a grouchy fish who lived on the Dreamcast.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The story behind Lords of Discord, part 2 2
by Gamasutra Community [02.14.17]
Lords of Discord is a 3D turn-based strategy mobile game rooted in the legacy of the genre’s greatest classics. Here is the continuation of the dev story behind it.
Smartphone/Tablet, Design, Production

Blog: A postmortem of our tabletop RPG, Breakfast Cult 2
by Gamasutra Community [02.14.17]
Breakfast Cult is a tabletop RPG (and soon, a visual novel) about cosmic horror and high school drama. This is the story of how it was created.
Design, Production

Road to the IGF: Student project Diaries of a Spaceport Janitor  
by Joel Couture [02.14.17]
Diaries of a Spaceport Janitor gives the player the delightful job of picking up garbage on an alien world, doing your best to make ends meet with your custodial duties. 
Console/PC, Indie, Design, Video, IGF

Alt.Ctrl.GDC Showcase: Martín Sebastián Wain's Doggy Tug of War  
by Joel Couture [02.14.17]
Martin Sebastian Wain's game simulates simulates playing tug of war with a playful dog. It uses a string, a modified broken printer, and a video of a dog to recreate the experience.
Indie, Programming, Design, Production, Video

Blog: A narrative designer's approach to NPCs 7
by Gamasutra Community [02.14.17]
Guild Wars 2 narrative designer Angel McCoy talks about non-player characters, and how they can help drive the story you're telling.
Design

Bob Bates' Thaumistry is an experiment in reviving text-based games 2
by Christopher Priestman [02.14.17]
After 3 decades in the industry, Bob Bates explains why he thinks the time is right for Thaumistry his return to text-based interactive fiction. [HINT: vastly improved parsers are part of it.]
Console/PC, Smartphone/Tablet, Indie, Design, History

Video: Disney Imagineering's approach to interactive environmental storytelling  
by Staff [02.13.17]
At GDC Next 2013, Disney Imagineering's Jonathan Ackley and Chris Purvis took the stage to break down how the lessons they've learned about theme park game design can inform video game design.
Smartphone/Tablet, Design, Video, Vault

Blog: Procedural level generation in Unity, part 2  
by Gamasutra Community [02.13.17]
For M.E.R.C. we relied on procedural level generation to add more content and randomness to our game. Here's how we built our procedural level system in Unity.
Programming, Design, Production

Get a job: Hangar 13 is hiring a Technical Designer  
by Staff [02.13.17]
The design team at Hangar 13 is seeking a skilled and experienced Technical Designer to help define tools and practices that will allow them to create the best gameplay experiences possible.
Console/PC, Design, Recruitment

Don't Miss: Creating an adaptive narrative in Reigns 4
by Staff [02.13.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says François Alliot, creator of Reigns.
Smartphone/Tablet, Design

Valve explains why we'll never see the full history of Half-Life's development  
by Alex Wawro [02.13.17]
According to Valve's Gabe Newell and Erik Johnson, the company can't actually fully reconstruct the development process for its influential 1998 game Half-Life.
Console/PC, Design, Production

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