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March 29, 2017
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Updates » Design
How Prompto's AI-driven selfie system in Final Fantasy XV was built  
by Alex Wawro [03.02.17]
Prasert "Sun" Prasertvithyakarn served as lead designer on Final Fantasy XV's buddy system and AI; at GDC this week he took the stage to talk about how the AI-driven snapshot system was built.
Console/PC, Design, GDC

Heaven's Vault: Inkle's game about a nebula-riding archaeologist  
by Katherine Cross [03.02.17]
"We started from the idea of an interactive graphic novel and how that would work, bringing together an adventure game sensibility with Inkle's text flow style."
Console/PC, Smartphone/Tablet, Indie, Art, Design, GDC

It's not all about Touch: Oculus' Jason Rubin sees a future for gamepad VR games 2
by Alex Wawro [03.02.17]
"Right now it kind of seems like that's old-school, but it's old-school with 40 years of evolution to get the perfect gamepad...And I believe that over the long run, people will go back to that."
VR, Design, GDC

Watch day three of OLLxGDC at 4PM EST  
by Bryant Francis [03.02.17]
The awards are all over, but the party's just begun! Join us at 4PM EST for another thrilling hour-and-a-half of conversations about how games are made.
Console/PC, Design, Video

Seaman designer Yoot Saito implores game devs to 'swim against the stream'  
by Simon Parkin [03.02.17]
Game-makers should eschew making sequels to their hits and instead do their best to do something different, says Seaman creator Yoot Saito.
Console/PC, Design, GDC

Nintendo confirms Switch cartridges taste terrible, aren't food 4
by Chris Kerr [03.02.17]
With madness taking hold, Nintendo has finally reared its head to explain why its Switch game cartridges taste so hellishly bad.
Console/PC, Design

Blog: Scholars discuss This War of Mine  
by Gamasutra Community [03.02.17]
Historian Bob Whitaker and anthropologist Ivana Maček discuss This War of Mine and the history of the Bosnian War.
Console/PC, Design

Forging Zelda's future by revisiting its past 1
by Simon Parkin [03.01.17]
Members of the Legend of Zelda: Breath of the Wild dev team share how this newest game captures the feeling of freedom and exploration that inspired the very first game in the prolific series.
Console/PC, Design, GDC

Level design lessons learned building Deus Ex: Mankind Divided's Prague 2
by Alex Wawro [03.01.17]
Sylvain Douce has spent years working on Deus Ex games at Eidos Montreal, and at GDC today he shared some of what he'd learned as a senior level designer on last year's Deus Ex: Mankind Divided.
Console/PC, Design, GDC

One Life Left x GDC podcast: an edible game?  
by Bryant Francis [03.01.17]
We unlock the secrets of EDIBLE GAMES and other ludocentric wonders on the second day of OLLxGDC.
Console/PC, Design, Video, GDC

Watch the second day of OLLxGDC today at 4PM EST  
by Bryant Francis [03.01.17]
It's another bright day in San Francisco, which means it's time for us to hide in a dark hallway and kidnap random guests to be interviewed by the One Life Left and Gamasutra teams, live on Twitch!
Console/PC, Design, Video, GDC

Miyamoto on how Nintendo is bridging the generational game dev gap  
by Chris Kerr [03.01.17]
"The exterior design, us old folks can't keep up with it. So it's better to have the younger folks take full reign and do whatever they want."
Design, Production

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

The challenge of cohesive storytelling in Final Fantasy XV 3
by Simon Parkin [02.28.17]
For Dan Inoue, a lead writer and localization director at Square-Enix, transmedia storytelling on the blockbuster scale of Final Fantasy XV posed almost insurmountable set of challenges.
Console/PC, Design, Production, GDC

The careful design considerations behind Shovel Knight's alternate-gender sprites  
by Alissa McAloon [02.28.17]
Yacht Club Games offers insight into the process of creating alternatively gendered bodies for the main characters in Shovel Knight without falling victim to pink-bow-and-skirt tropes.
Indie, Art, Design

One Life Left x GDC podcast: carousels, cash and the coldest GDC ever  
by Bryant Francis [02.28.17]
The carnage has begun. We began our first day of live-streaming the OLLxGDC podcast live from the show floor in San Francisco.
Console/PC, Design, Video, GDC

Shatter stereotypes to write better, richer game characters 1
by Alex Wawro [02.28.17]
"The first thing you need to do is end 'white cisgender able-bodied men' as the default," said dev Shawn Alexander Allen today in his GDC talk on breaking stereotypes to write better game characters.
Console/PC, Indie, Design, GDC

Train Jam perfectly captures the magic of both traveling and game dev 1
by Katherine Cross [02.28.17]
Every year, a group of GDC attendees travel to the show via train, and hold a 60-hour game jam while they ride the rails. A reporter who was on the Amtrak California Zephyr describes what went down.
Indie, Programming, Design, GDC

Writing Mafia 3: 'We had a lot of very uncomfortable conversations' 1
by Alex Wawro [02.28.17]
Today at GDC, Hangar 13 narrative director William Harms took the stage to break down how the studio wrote a racially-charged game set in the American South in 1968 without totally blowing it.
Console/PC, Design, GDC

Unity 5 wraps up next month to make way for Unity 2017 3
by Alissa McAloon [02.28.17]
The company has set a date for the full release of Unity 5.6 and offered details about the next generation of Unity, called Unity 2017, which will enter beta this April.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design