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February 24, 2017
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Updates » Design
Hear the directors of Final Fantasy XV & Nioh speak in GDC 2017's Japanese talks  
by Staff [02.09.17]
These GDC 2017 Japanese-language talks are worth checking out because they feature prominent Japanese game makers sharing advice and answering questions in both Japanese and (via translation) English!
Console/PC, Design, GDC

Blog: A postmortem of our first Steam release, Luckslinger 1
by Gamasutra Community [02.09.17]
My name is Marciano Viereck and this is the postmortem of Luckslinger, the first steam released game that Donald Kooiker, Rik Ravenswaaij, and I developed as a company.
Console/PC, Programming, Design, Production, Business/Marketing

Road to the IGF: Tobias Zarges' Close  
by Joel Couture [02.09.17]
IGF finalist Tobias Zarges talks about opportunities for introspection in his game Close, as well as what draws the player into open places filled with moments of quiet thought.
Console/PC, Indie, Art, Design, Production, Video, IGF

Alt.CTRL.GDC Showcase: Jerry Belich's Cylindrus  
by Joel Couture [02.09.17]
"Imagine if you took a monitor, curved it into a cylinder, and lowered the resolution by a lot. Now add wireless Wii nunchuk controllers, and move your glowy avatar around with friends!"
Indie, Design, Production, Video

Blog: Come help us rebuild Habitat  
by Gamasutra Community [02.09.17]
Habitat is coming back, and we need your help to get it running again. Calling all developers.
Programming, Design, Production

Using VR tools to design VR games  
by Stefanie Fogel [02.09.17]
How long before devs will be able to create VR games using robust VR authoring tools? Gamasutra spoke to people working on the Unreal Engine VR Editor and Unity EditorVR to learn the answer.
VR, Console/PC, Indie, Design, Production

Blog: Designing and implementing region control in Antegods  
by Gamasutra Community [02.08.17]
Antegods game designer Wytze explains how the team fixed one of the game's biggest issues and added some strategic depth in the form of Native Regions.
Design

Get some key tips on making audio adventures for Amazon Echo devices  
by Bryant Francis [02.08.17]
If you want to dive into audio interactive adventure design (and you should), check out this preview of an upcoming GDC 2017 talk from the makers of Baker Street Experience on Amazon Echo.
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: The S. Crew's Cryptogram  
by Joel Couture [02.08.17]
Cryptogram puts players in a scary situation, making them solve puzzles using a journal, on-screen information, and an entire bookshelf crammed with tomes in order to escape a dangerous presence. 
Indie, Design, Video

Learn about making audio adventures for the Amazon Echo today at 3PM EST  
by Bryant Francis [02.08.17]
If you've ever wanted to play a choose-your-own-adventure game with your voice, you should tune in to this conversation about making interactive audio adventures.
Console/PC, Programming, Audio, Design, Video

At GDC 2017 you'll hear how the Nioh devs revamped samurai action games  
by Staff [02.08.17]
In his GDC 2017 talk on Nioh, Team Ninja director Fumihiko Yasuda will detail the game's development and speak to the benefits and potential dangers of a back-and-forth with fans.
Console/PC, Design, GDC

Road to the IGF: Broken Rules' Old Man's Journey  
by Joel Couture [02.08.17]
Old Man's Journeyfollows a senior citizen on his travels across green hills, seaside towns, and sun-drenched shores, with the player guiding him through puzzling environments as he seeks a long lost home.
Indie, Art, Design, Production, Video, IGF

Blog: A design analysis of Doom 4
by Gamasutra Community [02.08.17]
A designer's notes taken during a playthrough of Bethesda and Id Software's Doom reboot.
Console/PC, Design

Blog: A new recipe for the roleplaying game formula 41
by Gamasutra Community [02.08.17]
Guido Henkel, the game developer known for his work as producer on influential roleplaying game Planescape: Torment, offers ideas that could propel the genre forward.
Design

Microsoft, Sony, HTC Vive and more are sponsoring great GDC 2017 talks!  
by Staff [02.07.17]
Don't skip the great sponsored sessions at GDC 2017! High-profile companies like Microsoft, Sony, and HTC Vive will be there opening up about everything from the future of Xbox to 3D audio to VR dev.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

Blog: The music of Frog Fractions 2 and the value of versatility  
by Gamasutra Community [02.07.17]
While working on the Frog Fractions 2 score, I was asked to write everything from TV and game spoofs to Renaissance-era choral music. Here's how I prepared for such a bonkers soundtrack.
Audio, Design

Road to the IGF: Carl Burton's Islands: Non-Places  
by Joel Couture [02.07.17]
Carl Burton takes the player to ordinary places, showing them offices, parking lots, and hotel lobbies through a surreal lens in Islands: Non-Places.
Console/PC, Indie, Design, IGF

Blog: XCOM 2 and the cost of an illusion 4
by Gamasutra Community [02.07.17]
"I was falling in love with XCOM 2 all over again, but it didn't take long before I was reminded why I fell out of love with it in the first place."
Design

ALT.CTRL.GDC Showcase: Spacebox  
by Joel Couture [02.07.17]
Spacebox turns a plain cardboard box into a controller. By playing with the flaps, players can fire weapons or bring up shields. By leaning, they can steer their ship through the cosmos.
Indie, Design, Production

Blog: Urbanism as a storytelling tool in Nekromega  
by Gamasutra Community [02.07.17]
An approach to urbanism as a storytelling tool, and the story of the urban design of adventure-RPG Nékromegŕ's opposing cities.
Art, Design