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March 25, 2017
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Updates » Design
Blog: Developer Diaries - The story behind Dead Shell  
by Gamasutra Community [03.08.17]
Dead Shell is an mobile indie roguelike from developer HeroCraft, and this is the development story of how it was made.
Design, Production

How Resident Evil 7 found its 'deep and rich' setting in an open-world era  
by Alissa McAloon [03.07.17]
A fan translation of the Japan-exclusive Biohazard 7: Resident Evil Inside Report book documents the development of the recently released seventh entry in the classic Resident Evil series.
Console/PC, Design

Devs without programming knowledge soon could create dynamic AI  
by Alissa McAloon [03.07.17]
The GDC X OLL podcast crew spoke with Mitu Khandaker-Kokoris about the work she's doing to make artificial intelligence more accessible to game creators without programming expertise.
Design, Video, GDC

Don't Miss: Why game designers should learn to program 35
by Gamasutra Community [03.07.17]
"To be clear: you can operate as a non-programming designer," shared Keith Burgun. "My argument is that while you can do this, to the extent that you're a game designer, you shouldn't."
Programming, Design

Yooka-Laylee devs talk design and balancing success with expectations  
by Alissa McAloon [03.07.17]
"We had set a bunch of stretch goals that we thought, at best, might be hit at the very end of the campaign, but they were all reached within a few days."
Console/PC, Indie, Design

One Life Left x GDC podcast: blood, wine, and how to pitch a game  
by Staff [03.07.17]
Itís the last day for GDC X One Life Left presented by Gamasutra 2017 and we are all very sad, but luckily we have a sofa full of guests to cheer us up.†
Audio, Design, Podcast, Video, GDC

Blog: Progression and equilibrium in real-time strategy games 7
by Gamasutra Community [03.07.17]
The "traditional" model of RTS design contains some inherent or baked-in features which provide players with incredible autonomy, but ultimately drives them towards a very steep, slippery slope.

Blog: How Thief uses level design to create a tense narrative 6
by Gamasutra Community [03.07.17]
A game analysis article describing Thief: The Dark Project's subtle but effective approach to environmental storytelling.
Console/PC, Design

Building thousands of tiny interactions into Hidden Folks 1
by Chris Priestman [03.07.17]
"We were overwhelmed by this desire for everything to be interactive. It took us maybe a whole year to understand how we could shape the game in a way that that no longer was a problem."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Video

How writing better marginalized characters starts with including more  
by Alissa McAloon [03.06.17]
During GDC X One Life Left, Treachery in Beatdown City developer Shawn Alexander Allen discusses how increasing the quantity of marginalized characters in a game can also increase their quality.
Indie, Design, Video

Blog: Composing video game music to build suspense - Part 1 4
by Gamasutra Community [03.06.17]
During the course of these five articles, we'll be taking a look at some of the best techniques that enable video game music composers to introduce suspense into their music.
Audio, Design

Blog: Authoring and extending behavior trees  
by Gamasutra Community [03.06.17]
A summary of my GDC 2017 talk on design patterns for authoring and extending behavior trees.
Design, Production

Game Design Deep Dive: Decisions that matter in Orwell 2
by Daniel Marx [03.06.17]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video Game Deep Cuts: That GDC Biohazard Mystery  
by Gamasutra Staff [03.05.17]
This week's 'long reads/standout game videos' highlights include a mess of GDC talk goodness, plus Resident Evil 7/Biohazard's making-of, the role of mystery in games, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A close analysis of Destiny's King's Fall raid 1
by Gamasutra Community [03.03.17]
An in-depth look at the design of the King's Fall raid, with an eye toward exploring how the designers communicate with players about how they should do what they need to do.
Console/PC, Design

Adding VR to Resident Evil 7 was 'like working on two games at once' 4
by Alan Bradley [03.03.17]
"VR compability was implemented well after we had started development," says lead VR engineer Kazuhiro Takahara. "'It feels like working on two games' was a common sentiment among the development staff."
VR, Console/PC, Art, Design, Video

Reinventing a classic series through Resident Evil VII: Biohazard 1
by Simon Parkin [03.02.17]
"The Resident Evil series can be thought of as a series of trilogies,"Ě said RE7 director Koshi Nakanishi. "That meant that, with this the seventh game, we could choose to take a new direction."
Design, GDC

Warren Spector traces Deus Ex's development back to a game of D&D  
by Alex Wawro [03.02.17]
"Let me tell you where it began -- this is going to get a little embarrassing," said Spector. "It all began with Dungeons and Dragons."
Console/PC, Design, Production, GDC

One Life Left x GDC podcast: the cracks begin to show  
by Bryant Francis [03.02.17]
Another day, another podcast---the One Life Left and Gamasutra crews team up for another day of great interviews.
Console/PC, Design, Video, GDC

How Prompto's AI-driven selfie system in Final Fantasy XV was built  
by Alex Wawro [03.02.17]
Prasert "Sun" Prasertvithyakarn served as lead designer on Final Fantasy XV's buddy system and AI; at GDC this week he took the stage to talk about how the AI-driven snapshot system was built.
Console/PC, Design, GDC