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October 25, 2016
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Updates » Design
Blog: Jungle gyms and real life level design 1
by Gamasutra Community [10.10.16]
Ubisoft level designer Max Pears compares in-game levels to jungle gyms (playgrounds) and rustles up some game design tips.

Game Design Deep Dive: How dark themes and bright art collide in Severed  
by Augusto Quijano [10.10.16]
"We didn't want to dilute the gravity of the situation Sasha is dealing with, but our aim was to portray the weight of the situation, not the gore of it," says Augusto Quijano, concept lead on Severed
Smartphone/Tablet, Art, Design, Video, Deep Dive

A peek into the complicated creation of realistic eyeballs in video games  
by Kris Graft [10.07.16]
If the eyes are a window into one’s soul, video game characters are a bit…soulless. A recent article on Fastco Design delves into the challenge of rendering a perfectly realistic eyeball.
Programming, Design

How Masquerada's design draws on Singapore's diverse culture  
by Staff [10.07.16]
Masquerada director Ian Gregory sits down with Gamasutra as we play this new fantasy RPG and discuss how the social issues of Singapore influenced the game's story.
Console/PC, Design, Video

Don't Miss: Mafia 3 and the value of putting game developers in a box 1
by Alissa McAloon [10.07.16]
To celebrate the release of Mafia 3, take a look back at this conversation with Hanger 13's Haden Blackman on how restrictions can help focus the game development process.
Console/PC, Design, Production

Come Back: Dear Esther's devs and walking simulators 9 years on 2
by Katherine Cross [10.07.16]
The new Dear Esther: Landmark Edition, which features a commentary track recorded by key team members at The Chinese Room, is a great opportunity to reflect on this 2007 game's legacy.
Console/PC, Indie, Art, Design, Production, Video

Come watch us stream Masquerada with its creative director at 2PM EST  
by Bryant Francis [10.07.16]
Want to talk about indie RPG design? We'll be streaming the new game Masquerada: Songs and Shadows from Witching Hour Studios with creative director Ian Gregory. Come chat with us!
Console/PC, Design, Video

Blog: Balancing randomness, pacing, and space of possibility 2
by Gamasutra Community [10.07.16]
Star Vikings creator Mark Venturelli looks at how introducing randomness solved the pacing issues of my Puzzle/RPG game.
Console/PC, Design

AAA game dev lifestyle is 'unwinnable,' says veteran game designer Amy Hennig 15
by Chris Kerr [10.07.16]
"There are people who never go home and see their families. They have children who are growing up without seeing them."
Console/PC, Design, Production

Blog: Texturing with Substance Designer in Antegods  
by Gamasutra Community [10.07.16]
In the latest Antegods development blog post, lead artist Tom shares his boundless love for Substance Designer. No clue what it is? He'll explain!
Console/PC, Design

Blog: Your idea may not be new, and that's okay 6
by Gamasutra Community [10.07.16]
"You should keep pushing to stride for greatness. That’s how you get better at your craft. But it’s ok if you don’t come up with anything new."

Blog: Algorithms for making more interesting mazes 13
by Gamasutra Community [10.07.16]
This article contains some ideas for building mazes by making various modifications to a simple, standard maze-generation algorithm.

Designing Chasm, a procedurally generated Metroidvania 3
by Lena LeRay [10.06.16]
"I was playing Symphony of the Night for the umpteenth time, and thought it would be cool if details about the game were different each time you played."
Console/PC, Indie, Design, Video

When making VR games, don't just whitebox -- grab cardboard and ‘brownbox'  
by Alex Wawro [10.06.16]
Veteran game devs Robin Hunicke and Jesse Schell expressed a shared love of using physical objects to prototype VR games (what Schell calls "brownboxing") during a dev panel at Oculus Connect today.
VR, Design

Blog: How to define randomization in game design 8
by Gamasutra Community [10.06.16]
Randomized elements in games are not created equal, and today's post looks at how there really isn't such a thing as a game with "infinite replayability."
Console/PC, Design

Don't Miss: Six lessons learned on the road to making great VR 20
by Alissa McAloon [10.06.16]
I Expect You To Die developer Jesse Schell looks back on the most important lessons he learned from making a VR game.
VR, Console/PC, Design, Production

Blog: The challenges of developing controls for PC and mobile 1
by Gamasutra Community [10.06.16]
"This in-depth article describes our process for designing good controls on mouse & keyboard, gamepad, and touch screen."

Blog: Let's talk about Cornerstone: The Song of Tyrim 2
by Gamasutra Community [10.06.16]
Ultra Hat Dimension dev Lena LeRay thinks Cornerstone is a great example of why we need both triple-A and indie games. Here's why.

Don't Miss: An early look at PlayStation VR from when it was still Project Morpheus 1
by Alissa McAloon [10.05.16]
With the launch of the PlayStation VR right around the corner, take a look back at this interview with R&D engineer Anton Mikahailov on the early goals of Sony's VR headset.
Console/PC, Design, Production, Business/Marketing

How the dev behind Duskers let his game be what it wanted to be  
by Bryant Francis [10.05.16]
There's more than one way to skin a dragon, and more than one way to make a game. The lead developer of Duskers explains how he stuck to themes instead of features lists.
Console/PC, Design, Video