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January 17, 2017
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Updates » 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.
Design

Best of 2016: Jake Solomon on the careful use of randomness in XCOM 2 18
by Roy Graham [12.19.16]
"As a developer, you have to accept that when it comes to unpredictability, there’s going to be an uneven experience. If you shave off the lows, a lot of the time you’re shaving off the highs.”
Console/PC, Design

Don't Miss: The cunning ruse: Deception in game design 5
by Staff [12.19.16]
In this 2015 classic, we spoke to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design

Gamasutra's Best of 2016: Alissa McAloon's top 10 games  
by Alissa McAloon [12.19.16]
I fell a bit behind with new games this year, and because of this ended up not buying a lot of the big 2016 releases. While that was great for my backlog, it’s not so great for making top ten lists.
VR, Console/PC, Smartphone/Tablet, Indie, Design

Gamasutra's Best of 2016: Brandon Sheffield's top 5 indie games from not-America 4
by Brandon Sheffield [12.19.16]
Through my travels this year, I've been privy to a bunch of interesting independent games that were not at all on my radar previously.
Indie, Programming, Art, Design

Blog: Animation lessons learned from indie game King Lucas  
by Gamasutra Community [12.19.16]
For a game to be satisfying, the user has to see every single character perfectly animated, and we wanted that for King Lucas. So, in order to be appealing, we had to make really cool frames.
Art, Design

At GDC 2017 you'll see how Inside's final surprise was made  
by Staff [12.19.16]
There's something surprising waiting at the end of Inside, and in a talk titled "Huddle up!: Making the [SPOILER] of 'Inside'" a team of Playdead devs will explain how (and why) they built it.
Indie, Programming, Art, Design, Production, GDC

Blog: Making an entire game in Tilt Brush 1
by Gamasutra Community [12.19.16]
Imagine you could create 3D objects for your game by sketching them out by hand? With Tilt Brush you can! Read here to learn how I got these hand drawn sketches into Unity.
VR, Design, Production

How we design games now, and why 33
by Gamasutra Community [12.19.16]
Indie game dev Katharine Neil offers some thoughts on how game design practice has been shaped by business, technology, and culture.
Design

Gamasutra discusses the top 10 developers of 2016  
by Staff [12.18.16]
The editorial overlords of Gamasutra sit down to talk about what defined the standout developers of 2016.
Console/PC, Design, Production, Video

Best of 2016: 7 uses of procedural generation all devs should study 3
by Richard Moss [12.16.16]
What elements of your game could a well-defined algorithm create better than you? Here, in a popular post from Janary, are 7 games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design

Gamasutra's Best of 2016: Bryant Francis' top 10 games 1
by Bryant Francis [12.16.16]
2016 was a rough year for our emotions, but a great year for making video games. Contributing editor and Twitch producer Bryant Francis runs down his top 10 games for the year, and why you should play them.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: The math of idle games - Part II 4
by Gamasutra Community [12.16.16]
Part II of a 3-part, in-depth series on the math of idle games, this time looking at alternative growth models and generator relevancy.
Programming, Design