Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2017
arrowPress Releases

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

Updates » Design
Opinion: Star Wars: The Old Republic, five years on 2
by Katherine Cross [01.06.17]
The Old Republic's latest expansions--Knights of the Fallen Empire and Knights of the Eternal Throne--are vintage Bioware storytelling that are worthy of being given the much-coveted title of KotOR 3.
Console/PC, Design

Share your thoughts on what 2017 holds for the game industry at 3PM EST  
by Bryant Francis [01.06.17]
We're having a fireside chat with our readers about what 2017 holds for the game industry today at 3PM EST.
VR, Console/PC, Design, Production, Business/Marketing

Latest Steam update lets players customize Xbox One, 360 gamepads 4
by Chris Kerr [01.06.17]
Valve has continued its push towards universal controller support by bringing Xbox 360, Xbox One, and Generic X-Input configurator support to the platform. 
Console/PC, Design

Learn something new about game design at the GDC 2017 Board Game Design Day!  
by Staff [01.06.17]
GDC 2017 organizers share a preview of the cool sessions taking place at the new Board Game Design Day, a one-day deep dive into the art and science of designing non-electronic games.
Console/PC, Indie, Design, GDC

Blog: A Watch Dogs 2 level design breakdown 5
by Gamasutra Community [01.06.17]
Over the course of a 6-minute gameplay video, I discuss level design concepts and considerations that went into making the "Man Vs. Machine" mission in Watch Dogs 2.
Console/PC, Design, Production

Blog: How I cheated to get perspective right 4
by Gamasutra Community [01.06.17]
Producing backgrounds for adventure games can be tough work, so with my indie project, Time Stone, I tried a new approach which allowed me to "cheat" in order to get my perspective right.
Art, Design

Blog: The Recursive Dollhouse postmortem 2
by Gamasutra Community [01.06.17]
What was involved in creating a puzzle game about a dollhouse inside a dollhouse inside a dollhouse, ad infinitum? Find out in this postmortem.
Design, Production

Q&A: Google's chief game designer explores the potential of virtual reality  
by Kris Graft [01.06.17]
Noah Falstein’s career runs the gamut of game development: he worked on arcade games in the early 80s, Commodore 64, and LucasArts adventure games. Now, Google's game design boss, he's moving in an all new direction.
VR, Design

How World of Warcraft accidentally gained an important audio cue  
by Alissa McAloon [01.05.17]
The light whooshing sound heard when a stealthed enemy approaches a World of Warcraft character is a useful audio cue, but the sound itself was just a side-effect of another development trick.
Console/PC, Social/Online, Audio, Design, Video

Don't Miss: Cheating Death: Accommodating player failure and recovery 4
by Staff [01.05.17]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production

How Vanillaware's games embrace change, from pitch to release  
by Alissa McAloon [01.05.17]
'Depending on the team, there are times when the entire game changes.' Vanillaware's George Kamitani reflects on creating visually stunning 2D games like Dragon's Crown and Odin Sphere.
Console/PC, Design

At GDC 2017 Epic shares tips on boosting player retention via good design  
by Staff [01.05.17]
In his GDC 2017 UX Summit talk, Epic's Jim Brown aims to dissect the basic emotions that drive everyone, and provide design techniques that help players keep enjoying -- and playing -- your game.
Console/PC, Design, GDC

Blog: Will you pay $2 to kiss a game character? 6
by Gamasutra Community [01.05.17]
A UX review of Episode - Choose Your Story that looks at the game's "time shifted" media strategy, hedonic monetisation practices, and the threat of rising adult content.
Smartphone/Tablet, Programming, Design

GDC 2017 will host a Classic Game Postmortem of Civilization!  
by Staff [01.05.17]
Sid Meier and Bruce Shelley, a pair of game industry luminaries who have together shaped the history of game dev, will be delivering a Classic Game Postmortem on their landmark strategy game Civilization at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Great game accessibility quotes from 2016  
by Gamasutra Community [01.05.17]
2016 was a momentous year for accessibility. Not just the advancements that have been made, but also important because of the things that have been said, and those saying them. Here are some of my favourites.

7 educational games that every developer should study 14
by Stefanie Fogel [01.05.17]
We reached out to some game devs who are also educators, or who work in educational software, and asked them to name some of the educational games that are most instructive to designers.
Console/PC, Serious, Art, Design

Don't Miss: Breaking down the first fight of The Legend of Zelda: A Link to the Past 8
by Staff [01.04.17]
"We are going to step through the level design, the enemy design, and the overall combination of these elements to determine what Nintendo was trying to teach us in this moment of the game."
Console/PC, Design

Blog: Here's what historians think about Civilization VI  
by Gamasutra Community [01.04.17]
Historians John Harney and Tonio Andrade talk about Civilization VI and how the game (and series as whole) reflects broader issues when discussing history.
Console/PC, Design

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design, Video, Deep Dive

From 'Coastal Town' to Sapienza: Designing a Hitman level  
by Alex Wawro [01.03.17]
"We used this feeling that we built a volume filled with connections, and these connections mean that you will never get lost," Hitman creative director Christian Elverdam tells PC Gamer.
Console/PC, Design