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June 24, 2017
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Updates » Design
Oblivion lead designer: Break out of your game dev bubble 1
by Chris Kerr [06.02.17]
Morrowind and Oblivion lead designer served up some practical design tips during our recent Twitch stream. Here's what he had to say.
Design, Video

Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm 1
by Bryant Francis [06.02.17]
On the second anniversary of the release of Heroes of the Storm, lead hero designer Kent-Erik Hagman talks us through the creation of some of the most memorable characters in Blizzard's unique MOBA.
Console/PC, Design

Oblivion's lead designer shares the secret sauce behind its success 2
by Bryant Francis [06.01.17]
We sat down with The Elder Scrolls IV: Oblivion lead designer Ken Rolston to talk about his work on the Elder Scrolls series, and how he thinks good RPGs are made.
Console/PC, Design, Video

Video: Swipe Rite - Crafting Reigns' elegant game mechanics  
by Staff [06.01.17]
At GDC 2017, Nerial's Francois Alliot speaks to how bifurcation and wandering were essential to the code and the content of Reigns, aka "Tinder meets Game of Thrones", through its 6-month production.
Smartphone/Tablet, Design, Video, Vault

Don't Miss: Cheating Death - Accommodating player failure and recovery 4
by Staff [06.01.17]
For this classic 2015 feature, we sat down with Clint Hocking, Chris Avellone and Michael De Plater to talk about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production

Join us as we play Oblivion with lead designer Ken Rolston today at 3 PM ET!  
by Alex Wawro [06.01.17]
Veteran game designer Ken Rolston joins us today as we continue our look back at Bethesda Game Studios' 2006 game†The Elder Scrolls IV: Oblivion at 12 PM PT/ 3 PM ET on†the Gamasutra Twitch channel!
Console/PC, Design, Production, Video

Blog: Highlights from Global Accessibility Awareness Day 2017 1
by Gamasutra Community [06.01.17]
Highlights of this year's Global Accessibility Awareness Day, an annual event aimed at getting people talking, thinking and learning about accessibility.
Design

Blog: Five lessons we learned after launching our indie horror hit, Home
by Gamasutra Community [06.01.17]
Five years after the launch of indie horror hit Home, here are five crucial lessons for game development, studio management, and keeping your wits about you.
Design, Production

Fostering VR teamwork in 4-player Star Trek Bridge Crew 1
by Phil Hornshaw [06.01.17]
Red Stormís major design consideration was finding a balance between giving players enough information to make them individually effective, but still reliant on each other to get their jobs done.
VR, Console/PC, Design, Video

How devs can approach a 'skip combat button' without compromising player experience 4
by Alissa McAloon [05.31.17]
'Additional options are always of value,' says designer James Portnow. Portnow and two other accessibility experts discuss the benefit alternate combat options can bring to players.
Design, Video

Blog: Analyzing the RTS design choices of Company of Heroes 2
by Gamasutra Community [05.31.17]
Blendo Games founder Brendon Chung takes an in-depth look at the design choices behind Relic's popular RTS, Company of Heroes.
Console/PC, Design

Blog: Writing tools and design ideas for creating great dialogue 7
by Gamasutra Community [05.31.17]
In this post we discuss two themes: how to facilitate writing for games and how to design a dialogue user interface for games.
Design

Don't Miss: 7 games with great learning curves that all developers should study 13
by Staff [05.31.17]
Which games offer a masterclass in how to design a well-shaped learning curve? Corey Davis of Psyonix, Chris Bourassa of Red Hook, and Global Game Jame co-founder Ian Schreiber weigh in.
Console/PC, Indie, Design

Come to VRDC Fall 2017 for expert tips on designing and demoing VR experiences  
by Staff [05.31.17]
Organizers of the Virtual Reality Developers Conference are excited to highlight 2 more great sessions for VRDC Fall 2017 that offer expert tips on VR audio design and respectful, effective VR demos.
VR, Audio, Design, Business/Marketing, VRDC

Speedrunner breaks down the walls, floors and ceilings of Super Mario 64  
by Alex Wawro [05.30.17]
Spoiler: It's triangles all the way down.
Console/PC, Design, Video

Video: Forging the creative vision behind For Honor  
by Staff [05.30.17]
At GDC 2017, Ubisoft's Jason VandenBerghe takes the stage to deliver a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production, Video, Vault

Halo devs share the decades-long story of the series' creation and legacy  
by Alissa McAloon [05.30.17]
Waypointís extensive oral history of the Halo series chronicles the rise and reign of the massively influential franchise, straight from sixteen of the creators that helped the game take form.
Console/PC, Programming, Design, Production

Don't Miss: How Supergiant Games aggressively prototyped its way into Pyre  
by Staff [05.30.17]
Supergiant Games upcoming game Pyre makes a big change from how its other games are played, we spoke to creative director Greg Kasavin about how they brought it to life.
Design, Production

Why devs should work with online communities to aid accessibility  
by Alissa McAloon [05.30.17]
Sometimes, making a game accessible doesn't require extensive difficulty tweaking, but can involve communicating information about the game to an audience who needs it.
Console/PC, Social/Online, Design, Video

Bosslady Blog: Be Seeing You 1
by Staff [05.30.17]
In her final GDC Bosslady blog, our long-time general manager Meggan Scavio makes an announcement around, well, why this is her final GDC Bosslady blog.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC