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Updates » Design
Blog: A new recipe for the roleplaying game formula 42
by Gamasutra Community [02.08.17]
Guido Henkel, the game developer known for his work as producer on influential roleplaying game Planescape: Torment, offers ideas that could propel the genre forward.
Design

Microsoft, Sony, HTC Vive and more are sponsoring great GDC 2017 talks!  
by Staff [02.07.17]
Don't skip the great sponsored sessions at GDC 2017! High-profile companies like Microsoft, Sony, and HTC Vive will be there opening up about everything from the future of Xbox to 3D audio to VR dev.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

Blog: The music of Frog Fractions 2 and the value of versatility  
by Gamasutra Community [02.07.17]
While working on the Frog Fractions 2 score, I was asked to write everything from TV and game spoofs to Renaissance-era choral music. Here's how I prepared for such a bonkers soundtrack.
Audio, Design

Road to the IGF: Carl Burton's Islands: Non-Places  
by Joel Couture [02.07.17]
Carl Burton takes the player to ordinary places, showing them offices, parking lots, and hotel lobbies through a surreal lens in Islands: Non-Places.
Console/PC, Indie, Design, IGF

Blog: XCOM 2 and the cost of an illusion 4
by Gamasutra Community [02.07.17]
"I was falling in love with XCOM 2 all over again, but it didn't take long before I was reminded why I fell out of love with it in the first place."
Design

ALT.CTRL.GDC Showcase: Spacebox  
by Joel Couture [02.07.17]
Spacebox turns a plain cardboard box into a controller. By playing with the flaps, players can fire weapons or bring up shields. By leaning, they can steer their ship through the cosmos.
Indie, Design, Production

Blog: Urbanism as a storytelling tool in Nekromega  
by Gamasutra Community [02.07.17]
An approach to urbanism as a storytelling tool, and the story of the urban design of adventure-RPG Nékromegŕ's opposing cities.
Art, Design

Building audience early with visuals-first development in Ooblets  
by Chris Priestman [02.07.17]
Ooblets already has a large following and many Patreon backers early in development. The makers of the game explain why publicly sharing their game’s development from day one helped them.
Console/PC, Indie, Art, Design, Business/Marketing

Overwatch director 'objects to the use of mouse & keyboard on console' 4
by Alex Wawro [02.06.17]
"The Overwatch team objects to the use of mouse and keyboard on console," wrote Blizzard's Jeff Kaplan. "We have contacted both first-party console manufacturers and expressed our concern."
Console/PC, Design

Blog: Script and emergent narrative in King Lucas  
by Gamasutra Community [02.06.17]
Elío Ferrán explains the narrative and non-linear dialogue system of King Lucas.
Programming, Art, Design

Blog: Game accessibility highlights of 2016  
by Gamasutra Community [02.06.17]
2016 has been a hugely significant year for accessibility in game development. This post is a compilation of articles, news stories and advances from throughout the year.
Design

Don't Miss: David Cage on the successes and failures of Indigo Prophecy 5
by Staff [02.06.17]
In this classic 2006 postmortem, veteran video game designer David Cage explores what story elements, mechanics, and features did and didn't work in his 2005 interactive drama, Indigo Prophecy.
Console/PC, Design

Interview: Jessica Curry on creating the score for Dear Esther  
by Katherine Cross [02.06.17]
Curry describes what it was like composing for a story-based game, as well as her thoughts on the importance of videogame music for classical music more generally.
Console/PC, Indie, Audio, Design, Video

Blog: A guide to easy and pretty video game gifs 7
by Gamasutra Community [02.06.17]
An overview with tips and tools on how to make animated gifs for your game.
Design

Road to IGF: Ink Stories' 1979 Revolution: Black Friday  
by Joel Couture [02.06.17]
"I have always been interested with those moments in time where we have seen the greatest kindness in humanity combined with the most atrocious acts of hatred. How can I capture that in a game?"
Console/PC, Indie, Art, Design, Production, Video, IGF

ALT.CTRL.GDC Showcase: Maximity's U.F.O. Bellies 1
by Joel Couture [02.06.17]
In U.F.O. Bellies, players wear a life-preserver-like plushie around their midriff. Parts of it are color-coded, and they can rack up points by bumping the correct colors together.
Indie, Design, Production, Video

Blog: The risk, reward loop of The Swindle  
by Gamasutra Community [02.06.17]
Let's look at what tools The Swindle uses to maximize players' greediness and make them take more risks.
Console/PC, Design

Game Design Deep Dive: Constant VR movement in Eagle Flight  
by Olivier Palmieri [02.06.17]
"We found out that the TILT control was very natural to actual plane pilots who played Eagle Flight, as it's a natural way to control a plane in real life too." - Olivier Palmieri, Game Director at Ubisoft Montreal
VR, Console/PC, Programming, Design, Video, Deep Dive

What one game developer thinks aspiring narrative designers need to know  
by Bryant Francis [02.03.17]
The man behind the upcoming roguelike cult sim The Church in the Darkness explains what he thinks up-and-coming narrative designers should keep in mind.
Console/PC, Design, Video

Don't Miss: How (and why) to create discomfort through game design  
by Staff [02.03.17]
At GDC 2016, independent designer Dietrich Squinkifer took the stage to share techniques you can use to create a more varied emotional palette in play experiences, in video games or otherwise.
Console/PC, Indie, Design