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January 16, 2017
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Updates » Design
Blog: Building your world, your way  
by Gamasutra Community [12.21.16]
Here's why and how I went about decoupling Game Makers Room Editor from the production of my game, Orb, and ended up creating my own in-game editor.
Programming, Design, Business/Marketing

The Gamasutra crew dissects the top games of 2016  
by Bryant Francis [12.21.16]
The Gamasutra editorial staff takes a deep dive into the best games of 2016.
Console/PC, Design, Video

A look at the creation of FFXV's mouth-watering recipes 1
by Alissa McAloon [12.21.16]
Final Fantasy XV's art director Tomohiro Hasegawa explains how they used cooking as a way to bring the team together and fuse their own feelings and life experiences into the final game.
Console/PC, Art, Design

Don't Miss: Honest tales from the trenches of AAA game writing 4
by Staff [12.21.16]
Game writers TJ Fixman, Marianne Krawczyk, and Tom Bissell gathered at the WGA West in Los Angeles last August to discuss the craft of game writing.
Console/PC, Design

Here's the lineup of games playable at GDC 2017's Alt.Ctrl.GDC showcase!  
by Staff [12.21.16]
Game Developers Conference 2017 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Indie, Design, GDC

Chat with us about our top 10 games of 2016 today at 3PM EST  
by Bryant Francis [12.21.16]
We're going live with a discussion about our top 10 games of 2016 today on Twitch. Come chat with us!
Console/PC, Design, Video

See Guerrilla deconstruct Horizon: Zero Dawn's traversal mechanics at GDC 2017!  
by Staff [12.21.16]
At GDC 2017 Guerrilla Games' Paul Van Grinsven will break down the mechanics of how protagonist Aloy traverses a multi-faceted open world. Don't skip it!
Console/PC, Programming, Design, GDC

Blog: An African game development story 6
by Gamasutra Community [12.21.16]
Thirteen years of game design against everything. I explain how my team and I turned an amateur game into a professional action-RPG.
Design, Production

Blog: Designing Titan Quest on mobiles and tablets 2
by Gamasutra Community [12.21.16]
How we adapted Titan Quest, a hack ín slash classic beloved by an entire generation of PC players, to mobile and tablet.
Smartphone/Tablet, Design

Gamasutra's Best of 2016: Top 10 Games of the Year 5
by Gamasutra Staff [12.21.16]
Here are staffers' picks of the games that will remain in our memories as having defined the year for technical sophistication, storytelling, innovation, and pure intangible experience value.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production

Gamasutra's Best of 2016: Chris Baker's top 10 games  
by Chris Baker [12.20.16]
These are my most memorable play experiences of 2016.
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2016: Water interaction model for boats in video games - Part 2 7
by Jacques Kerner [12.20.16]
This year Avalanche Studios senior software engineer Jacques Kerner came back with more of the deep physics work behind Just Cause 3's advanced boat simulations, producing this standout blog post.
Console/PC, Indie, Programming, Design

Don't Miss: How TowerFall found magic in depth, simplicity, and community 3
by Staff [12.20.16]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production

Miyamoto: 'You can't just throw every good idea you have into a game' 5
by Alissa McAloon [12.20.16]
An interviewer spoke with Miyamoto shortly before the 1992 release of The Legend of Zelda: A Link to the Past and discussed how the tech limitations of the time affected game design.
Console/PC, Design

Gamasutra's Best of 2016: Phill Cameron's top 10 games  
by Phill Cameron [12.20.16]
So a lot of games came out this year. Quite a few of them were pretty great. UK Editor Phill Cameron runs through the ten that stood out to him, and why they were worth noticing.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Games have a place in higher ed (but where they are now isn't working) 12
by Gamasutra Community [12.20.16]
Explanations on where game development college programs are failing, suggestions on how to objectively improve them, and encouragement for students to make the most of their secondary education.
Design, Business/Marketing

Blog: Bombernauts dev Tyler Glaiel's top 11 games of 2016  
by Gamasutra Community [12.20.16]
Here are some words about each of the top 11 games I played in 2016. Well okay, these are the only games I played this year so its really just "The 11 Games I Played This Year."
Console/PC, Smartphone/Tablet, Design

Blog: The brilliance of Super Mario Run 2
by Gamasutra Community [12.20.16]
Narrative design and turn-based strategy expert Dan Felder looks at how Super Mario Run makes you forget you're playing a mobile game.
Smartphone/Tablet, Design

Gamasutra Twitchstream: Developers react to Final Fantasy XV  
by Bryant Francis [12.20.16]
We quiz developers about what they think works (and what doesn't) in the design of Final Fantasy XV.
Console/PC, Design, Video

Breaking down the complex problem of procedural personality generation 4
by Gamasutra Community [12.20.16]
What are the considerations when approaching procedural personality generation? This game design post explores major personality schema, and how to approach communicating your system to the player.