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December 7, 2016
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Updates » Design
Gamasutra plays Dishonored 2 with co-creative director Harvey Smith  
by Bryant Francis [11.18.16]
Dishonored 2 co-creator Harvey Smith weighs in on what to do with a drunken whaler whilst navigating the labyrinthine confines of the Clockwork Mansion.
Console/PC, Design, Video

Characterization through fashion in Dishonored 2  
by Chris Kerr [11.18.16]
"[Emily] seems to have a darkness about her and this is what we wanted to highlight; that’s the reason we went with black for her clothes."
Art, Design

Blog: Weaving narratives into procedural worlds 7
by Gamasutra Community [11.18.16]
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
Programming, Design

Hideo Kojima to be honored with Industry Icon Award  
by Chris Kerr [11.18.16]
Metal Gear Solid creator Hideo Kojima will be honored at The Game Awards 2016 with the Industry Icon Award. 
Design

Video: How Telltale adapted Fables into The Wolf Among Us  
by Staff [11.17.16]
At GDC Europe 2014, Telltale's Chris Schroyer explains how the studio does its trademark game design work by showing how it made The Wolf Among Us based on the 'Fables' graphic novels.
Console/PC, Design, Video, Vault

Chat with Dishonored 2 creative director Harvey Smith today at 11AM EST  
by Bryant Francis [11.17.16]
We're going to stream Dishonored 2's Clockwork Mansion with the man who helped design it! Come ask questions and learn about the making of the Dishonored series.
Console/PC, Design, Video

Ubisoft creative lead hopes for more dynamic narratives in video games  
by Alissa McAloon [11.17.16]
Ubisoft’s chief creative officer Serge Hascoët shared desires to see and create more video games with dynamic, and player-focused narratives.
Console/PC, Design

Deus Ex: Mankind Divided honored with multiple awards at CVAs  
by Alissa McAloon [11.17.16]
The Eidos-Montreal-developed game walked away with awards in a quarter of the total categories featured at the Canadian Videogame Awards.
VR, Console/PC, Indie, Audio, Design, Business/Marketing

Don't Miss: Why Left 4 Dead's dynamic AI is perfect for any game 6
by Staff [11.17.16]
On the 7th anniversary of Left 4 Dead 2's release, take a look back at this 2013 blog about the unique way the series’ AI system fueled the procedural narrative of the classic zombie game.
Console/PC, Design

Blog: Building apps and games for Xbox One using UWP  
by Gamasutra Community [11.17.16]
"Get the low down on building UWP games and publishing them to the Xbox One. Get started, get ready and publish great games."
Programming, Design, Production

How do you get players to finish your game? D4 director Swery explains 1
by Brandon Sheffield [11.17.16]
"If you give players too much information, the game design isn't challenging, and just becomes an operation they do as you prod them."
Console/PC, Design, Production

Zachtronics' Shenzhen I/O is a game for people who code games 6
by Alex Wawro [11.17.16]
“This is sort of a solution to the discoverability problem, right?" Zach Barth said of his new puzzle game Shenzhen I/O. "To make something that is really unique and that you have an audience for."
Indie, Programming, Design, Video

Understanding Titanfall 2's 'action block' level prototyping process 2
by Alex Wawro [11.16.16]
"We say, 'Don't get attached to this, because it might go nowhere, but go make something,'" Respawn boss Vince Zampella told Glixel. "Take a week, take a few days to make something fun.'"
Console/PC, Design

Blog: The benefits of using Unity 2D tools to make 3D art 2
by Gamasutra Community [11.16.16]
The benefits and challenges of using a streamlined workflow for making 3D art assets using only Photoshop and Unity.
Art, Design

How does Dishonored 2 make failing interesting?  
by Bryant Francis [11.16.16]
If you fail to kill a drunken whaler, you at least may be able to lure him and his friends into an improvised-yet-satisfying trap.
Console/PC, Design, Video

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault

EA CEO predicts a more immersive and connected future for video games 2
by Alissa McAloon [11.16.16]
"This world where games and life start to blend I think really comes into play in the not-too-distant future." Andrew Wilson believes games and technology are becoming more connected than ever.
VR, Console/PC, Design, Business/Marketing

Don't Miss: Miyamoto suggests developers create their first level last 21
by Staff [11.16.16]
In a 1989 interview, Shigeru Miyamoto discusses how his team dealt with difficulty while designing the dungeons for Dragon Quest, and how creating the first level last helps keep a game grounded.
Console/PC, Design

Watch Gamasutra play Dishonored 2 today at 3PM EST  
by Bryant Francis [11.16.16]
We're going to finally answer the question---what DO you do with a drunken whaler?
Console/PC, Design, Video

Submit your weird prototypes to the GDC 2017 Experimental Gameplay Workshop!  
by Staff [11.16.16]
The folks behind GDC 2017's Experimental Gameplay Workshop are calling for submissions of your interesting new (and playable!) video game prototypes. The more intriguing and experimental, the better!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC