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February 27, 2017
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Updates » Design
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

Telltale picks up narrative designer Leah Hoyer as VP of Creative 2
by Alissa McAloon [02.03.17]
In her new role, Hoyer will directly oversee the teams working on writing, design, and voice-overs and help the studio grow as it takes on new projects and franchises.
Design

At GDC 2017 Niantic will show you how it built Pokemon Go to be a planet-scale game  
by Staff [02.03.17]
Pokemon Go took the world by storm last year, and if you come to the Game Developers Conference later this month you'll learn exactly how Niantic built it to work consistently on a global scale!
Social/Online, Smartphone/Tablet, Programming, Design, GDC

Attend GDC 2017 and spend a day learning to build better eSports!  
by Staff [02.03.17]
If you're planning to attend the Game Developers Conference later this month, organizers want to make sure you don't miss out on all the cutting-edge eSports-focused talks taking place at the show!
Console/PC, Social/Online, Indie, Design, Business/Marketing, GDC

Chat with game writer Richard Rouse III about narrative design at 3PM EST  
by Bryant Francis [02.03.17]
If you've got questions about making systems-driven storytelling games, you should come chat with narrative designer Richard Rouse III today at 3PM EST.
Console/PC, Design, Video

Come to GDC 2017 and see the math that made the worlds of No Man's Sky  
by Staff [02.03.17]
If you'd like to know how a universe is made using math, you're in luck -- Hello Games founder Sean Murray will be speaking about just that at the 2017 Game Developers Conference later this month!
Console/PC, Indie, Programming, Design, GDC

Blog: The math of idle games, part 3  
by Gamasutra Community [02.03.17]
The final part of a three-part, in-depth series on the math of idle games, this time looking at prestige loops and patterns.
Design

Alt.CTRL.GDC Showcase: Student project Victor the Loser 1
by Joel Couture [02.03.17]
Victor the Loser is a controller, and a poor sport. If it seems like you're going to win, Victor starts to interfere, waving flags in front of the screen and locking down buttons.
Indie, Design, Production, Video

Blog: Azkend 2 and match-3 games on consoles 5
by Gamasutra Community [02.03.17]
I examine why match-3 games feel good to play on tablets and PC and why this is a challenge for consoles.
Console/PC, Design, Business/Marketing

Road to the IGF: TeamCrew's Frog Climbers  
by Joel Couture [02.03.17]
Four players must climb a mountain in Frog Climbers, each scrambling for handholds on the rocks and vines (and each other) as they rush to the top.
Console/PC, Indie, Design, IGF

Hear real talk from fellow devs at GDC 2017's Independent Games Summit!  
by Staff [02.02.17]
From digital psychedelics to reflecting on good, old advice for indie devs that's now maybe totally wrong, there are a lot of great sessions lined up for GDC 2017's Independent Games Summit!
Indie, Programming, Art, Design, Production, Business/Marketing

At GDC 2017, see how Capcom took Resident Evil 7 forward by looking back  
by Staff [02.02.17]
At GDC 2017, game director Koshi Nakanishi and Capcom Global R&D senior manager Peter Fabiano will break down how Resident Evil 7 was conceptualized, designed and developed!
Console/PC, Design, Production, GDC

Alt.CTRL.GDC Showcase: Lil Deer's Orpheus Quest  
by Joel Couture [02.02.17]
The Laser Lyre, inspired by the antique Greek instrument, is a wooden controller with green laser strings.
Indie, Design, Production, Video

Road to the IGF: Kinmoku's One Night Stand  
by Chris Kerr [02.02.17]
One Night Stand's humanistic approach to storytelling earned developer Lucy Bundell an IGF nomination for Excellent in Narrative. Here's how it was made.
Console/PC, Design, Production, Video, IGF

Blog: A postmortem of our Ludum Dare entry, Free The Frog  
by Gamasutra Community [02.02.17]
Free the Frog is the game that I developed for the Ludum Dare game development competition in December 2016. In this article, I explain the process I used for developing the game.
Programming, Design, Production

How do you survive when your game turns out to be a hit?  
by Bryant Francis [02.01.17]
Learn how the Transformice team survived their own games' success, and how they feel the French game development community should take part in the global development community.
Console/PC, Design, Video

Don't Miss: The psychology of doing VR game design right  
by Staff [02.01.17]
At GDC 2016, game developer and cognitive scientist Kimberly Voll explored what developers need to know about the inner-workings of the human mind in order to create immersive VR games.
VR, Design

Chat with one of the creators of indie hit Transformice at 12:30 PM EST  
by Bryant Francis [02.01.17]
Want to learn how to build a successful indie MMO? We're talking to Melanie Christin, co-creator of Transformice at 3PM EST.
Console/PC, Art, Design, Video

Alt.CTRL.GDC Showcase: Super Furry Neon Cat Heads  
by Joel Couture [02.01.17]
"Our controller is a cat tower with push sensor pads. The controller is mapped one to one with a model in VR, where the object of the game is to hit the neon colored mice on the beat of the song."
VR, Indie, Design, Production, Video

Road to the IGF: Florian Veltman's Lieve Oma  
by Joel Couture [02.01.17]
Lieve Oma takes players on a quiet journey through the forest, steering around a child strolling with their aging grandmother as they gather mushrooms together.
Console/PC, Indie, Design, Video, IGF