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May 25, 2017
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Updates » Design
The Strong nets bounty of game dev artifacts from IF pioneer Scott Adams 2
by Alex Wawro [05.02.17]
Pioneering game developer Scott Adams has been making games for over 40 years, and now he's donated a sizable collection of games and game development materials to The Strong Museum of Play in NY.
Console/PC, Design, History

Get a job: Telltale Games is hiring a Sr. UI Designer  
by Staff [05.02.17]
Telltale Games is looking for a Senior UI Designer comfortable with 3D modeling, animation, and game design to join its team in San Rafael, CA.
Design, Recruitment

Don't Miss: 7 crafting systems game designers should study 15
by Staff [05.02.17]
A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers.
Console/PC, Design

Blog: Relationship between the player and the game through controls  
by Gamasutra Community [05.02.17]
Let's take a look at how controls are used to elicit feelings and create emotional bonds between the player and the game.
Design

Blog: Memory optimization in Unity WebGL - Part 2
by Gamasutra Community [05.02.17]
This article will cover some tips and tricks for diagnosing and resolving memory-related issues with your Unity WebGL game.
Programming, Design

Half-Life scribe and VR guru Chet Faliszek leaves Valve
by Chris Kerr [05.02.17]
Valve has witnessed another big name departure, with long-serving writer and VR ambassador Chet Faliszek leaving the company after 12 years. 
Design, Business/Marketing

Blog: Historians react to Call of Duty: WWII
by Gamasutra Community [05.02.17]
Historians Bob Whitaker and John Harney discuss the reveal of Call of Duty: WWII and the recent games they've been playing. Topics include history, public memory, and Irish accents in Nioh.
Console/PC, Design

Faithfully updating the art of a classic in Wonder Boy: The Dragon's Trap 2
by Joel Couture [05.02.17]
The graphics in the newly rereleased Wonder Boy: The Dragon’s Trap map perfectly to 1989's original Wonder Boy III: The Dragon's Trap. “I wanted to make the game as I saw it as a kid on my screen," says artist Ben Fiquet.
Console/PC, Indie, Art, Design, Production, Video

Video: Game design lessons you can learn from studying escape rooms  
by Staff [05.01.17]
At GDC 2017, experienced escape room designer Laura E. Hall reveals design fundamentals and structures necessary for creating immersive real-world experiences like escape rooms or immersive theater.
VR, Console/PC, Indie, Design, Video, Vault

Don't Miss: Boss battle design and structure 31
by Mike Stout [05.01.17]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The fiction of our reality: Understanding mental models in games 2
by Gamasutra Community [05.01.17]
Reality is a fiction created by our brains, a mental model of the outside world. Knowing how this works is crucial to game development and these mental simulations has a huge effect on how a game feels and plays.
Design

Game Tech Deep Dive: Reworking the Unreal Engine for racing 1
by Ivan Del Duca and Stefano Lecchi [05.01.17]
Milestone duo Ivan Del Duca and Stefano Lecchi discuss how the racing specialist transitioned from its in-house game engine to Unreal, breaking down the technical tweaks implemented along the way
Console/PC, Programming, Design, Deep Dive

Video Game Deep Cuts: That Cute TOSE Burnout  
by Gamasutra Staff [05.01.17]
This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Making StarCraft, 'we just threw a bunch of crap at the wall and saw what stuck' 2
by Alex Wawro [04.28.17]
"When we made these races, we just threw a bunch of crap at the wall and saw what stuck," longtime Blizzard artist Samwise Didier says in a new StarCraft retrospective published by the company.
Console/PC, Design

Gamasutra examines the Prey demo  
by Bryant Francis [04.28.17]
Game demos aren't used to promote games as often as they used to be, so why did Bethesda choose to release one for the upcoming game Prey?
Console/PC, Design, Video

Don't Miss: A postmortem for the tree-trimming puzzle game Prune 17
by Gamasutra Community [04.28.17]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It's a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Why the ex-Rare devs behind Yooka-Laylee didn't roll their own engine 1
by Bryant Francis [04.28.17]
You would think that with loads of Kickstarter cash, the minds behind Yooka-Laylee might have decided to roll their own game engine. Here's why they didn't.
Console/PC, Design, Video

We're streaming the Prey demo at 3PM EDT  
by Bryant Francis [04.28.17]
Bethesda has released a demo for Prey, but why? We'll be playing the demo and talking about the company's recent marketing moves and the challenges of selling games in 2017.
Console/PC, Design, Business/Marketing, Video

A little more conversation: Hearthstone director implores devs to talk to players
by Chris Kerr [04.28.17]
"I have a belief that, sometimes, you get into a vacuum and a void where if nobody's talking people sometimes assume the worst."
Design, Business/Marketing

Chat with the developers of Yooka-Laylee today at 11AM EDT  
by Bryant Francis [04.28.17]
We're chatting with the developers of Yooka-Laylee today at 11AM EDT.
Console/PC, Design, Video