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April 28, 2017
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Updates » Design
Taking risks and learning from failure is vital, says XCOM dev  
by Alissa McAloon [04.10.17]
'The only way you can offer value to people is coming up with something new. When you try to come up with something new, failure is a big part of that,' explains XCOM design lead Jake Solomon.
Console/PC, Design

Sponsored: What to think about when choosing a VCS for game development 8
by Jacek Materna, CTO, Assembla [04.10.17]
Github has done a phenomenal job at making Git the law of the land. But when it comes to version control systems, Git is not always the right answer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Sponsored Article

Q&A: Benoit Sokal on Syberia and his comics career  
by Katherine Cross [04.10.17]
For francophone audiences, Benoit Sokal was known as a comics arts before he designed the Syberia franchise. He says the transition into game design was a natural extension of his skills and talents.
Console/PC, Indie, Design, History

Blog: Turning ordinary game design into something extraordinary - Part 2
by Gamasutra Community [04.10.17]
Part two of my Game Details series. Discussing how to take the conventional and making it into something better.
Design, Production

Crafting the deliberately frustrating interfaces of Stories Untold 1
by Joel Couture [04.10.17]
"In any other game, this would just be bad UI/UX. But here, it is essential. The machines' limitations and clunkiness become an antagonist of sorts. Each device is method acting, permanently in character."
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Thimbleweed Park's Cryogenic RimWorld  
by Gamasutra Staff [04.09.17]
This week's Video Game Deep Cuts longform article/video highlights include the art behind Thimbleweed Park, the rise of RimWorld, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Dylan Cuthbert: Star Fox characters were totally based on the dev team  
by Alex Wawro [04.07.17]
"Slippy was based on Yamada for sure," Star Fox programmer and Q-Games founder Dylan Cuthbert affirmed on Reddit this week. "Falco was Watanabe or Giles, Fox was Miyamoto or myself."
Console/PC, Design

Don't Miss: Videoball, and the challenge of designing (and selling) simplicity 2
by Staff [04.07.17]
"It's about shapes and it's about visibility. It's designed for legibility. Everything is designed for the eyes - for human eyes to be comfortable."
Console/PC, Indie, Art, Design, Business/Marketing

Join us at 3 PM ET on Twitch as we continue our look at Deus Ex  
by Staff [04.07.17]
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we continue to sneak, leap, and talk our way through Ion Storm Austin's original Deus Ex in search of game design gems.
Console/PC, Design, Video

Crafting an evocative score for Hollow Knight 4
by Jack Yarwood [04.07.17]
The music for Hollow Knight presented many challenges for composer Christopher Larkin. The most significant being how to create an evocative score with distinguishable leitmotifs.
Console/PC, Indie, Audio, Design, Video

How Ron Gilbert uses 'improv game design' to create charming games  
by Bryant Francis [04.06.17]
Adventure game designer Ron Gilbert shares his unconventional process for creating "charming" games, which may help you inject a dose of comedy in your next project.
Console/PC, Design, Video

Video: New Vegas and the art of designing better conversations in games  
by Staff [04.06.17]
At GDC 2012 longtime game designer and Obsidian game director Josh Sawyer dissects a decade of dialogue tree evolution in games -- and what game devs can do to go beyond them to make better games.
Console/PC, Design, Video, Vault

Don't Miss: The quest for procedurally-generated adventures 5
by Gamasutra Community [04.06.17]
"For me, the biggest reason to add procedurally generated levels to a game is that it increases the replay value due to the nearly unlimited amounts of game areas it can generate."
Indie, Design

RimWorld dev explores the benefits of learning things the hard way  
by Alissa McAloon [04.06.17]
"I knew I'd get it wrong multiple times," said RimWorld creator Tynan Sylvester. But for Sylvester, this knowledge helped push him towards always trying new things.
Console/PC, Indie, Design

'Make me think, make me move': New Doom's deceptively simple design 6
by Kris Graft [04.06.17]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra recently caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

How some impromptu push-ups in front of Miyamoto shaped the Wii Balance Board  
by Alex Wawro [04.05.17]
"When I demonstrated the push-ups game using a scale in front of Miyamoto, he smiled broadly," former Nintendo EAD dev Motoi Okamoto told Gamasutra in a wide-ranging interview. "'This is hilarious.'"
Console/PC, Design

Ron Gilbert's one tip to help your game succeed with streamers  
by Bryant Francis [04.05.17]
Thimbleweed Park lead developer Ron Gilbert tells us how he and his colleagues tried to make sure stream viewers would want to buy his game, not just watch it.
Console/PC, Design, Video

On its 15th birthday, look back at Gas Powered Games' Dungeon Siege postmortem 4
by Staff [04.05.17]
"Merrily and naively, we set out on what turned out to be a four-year journey," writes Bartosz Kijanka in this timeless postmortem of Gas Powered Games' Dungeon Siege, which debuted in April of 2002.
Console/PC, Design

Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production

Don't Miss: The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.05.17]
"Perhaps the biggest boon video games have ... is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention."
Indie, Art, Design