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Updates » Design
Latest Gear VR headsets to be bundled with virtual reality controller  
by Chris Kerr [02.27.17]
Oculus and Samsung's brand-new Gear VR headset will ship with a bluetooth controller similar to the one packaged with Google's Daydream View.
VR, Design, Business/Marketing

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Creating fluid gunplay for Anew: The Distant Light 2
by Gamasutra Community [02.27.17]
Game director Steve Copeland explains how he helped develop and refine a player character with responsive and versatile aim posing.
Design

Blog: Making a procedural 2D world in Unity - Part 2  
by Gamasutra Community [02.27.17]
This is the second part of a little piece I wrote a few weeks ago. This time around, I wanted to show you how we managed to generate the structure of a level with a technical approach.
Programming, Design

Blog: Game design patterns for building friendships 3
by Gamasutra Community [02.27.17]
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation.
Design

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF

Don't Miss: The tough design decisions behind super-stylized action game Furi 7
by Gamasutra Community [02.24.17]
"We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable."
Console/PC, Indie, Art, Design

How the director of Final Fantasy XV aims to keep players coming back for more  
by Alissa McAloon [02.24.17]
The man who helped Final Fantasy XV flourish following years of development hell details his plans and inspirations for the game’s future growth.
Console/PC, Design

Road to the IGF: Love Conquers All Games' Ladykiller in a Bind  
by Alex Wawro [02.24.17]
Gamasutra chats with Love Conquers All Games' founder and namesake Christine Love about how she crafted IGF Award-nominated Ladykiller in a Bind, and why we don't see more erotic rom-com games.
Indie, Design, Production, IGF

Come relax with the Gamasutra crew as we play Overwatch today at 3PM EST  
by Bryant Francis [02.24.17]
The world could always use more game conferences. We take a break from prepping for GDC with a few rounds of Overwatch today at 3PM EST.
Console/PC, Design, Video

Blog: On cutscenes and viewpoint changes 1
by Gamasutra Community [02.24.17]
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a game story, and how do you mitigate them?
Design

GDC 2017 Level Design Workshop: An expert roundtable Q&A  
by Gamasutra Community [02.24.17]
Get a sneak preview of the 2017 Level Design workshop, hosted by GDC on Feb 28. The speakers will introduce their topics, as well as roundtable some questions submitted by the LD community.
Design

Blizzard's Overwatch lands game of the year at DICE Awards 1
by Kris Graft [02.24.17]
The Academy of Interactive Arts and Sciences held its annual DICE Awards ceremony tonight, with Blizzard's Overwatch coming away as the big winner.
VR, Console/PC, Smartphone/Tablet, Indie, Design

How I ensured She Remembered Caterpillars was color-blind friendly 2
by Gamasutra Community [02.23.17]
She Remembered Caterpillars is a colour-based puzzler that is accessible for colour-deficient and colour-blind players without resorting to post-processing effects. Here's how that's possible.
Art, Design

Don't Miss: How to make a kick-ass game portfolio 4
by Gamasutra Community [02.23.17]
In this informative blog post, Midnight Hub art director Erik Nilsson breaks down the importance of and exactly what should be found within a quality game art portfolio.
Art, Design

Road to the IGF: Blendo Games' Quadrilateral Cowboy  
by Alex Wawro [02.23.17]
Blendo Games' Brendon Chung speaks briefly with Gamasutra about the nuts and bolts of Quadrilateral Cowboy's design, influences, and four-year development.
Indie, Programming, Art, Design, IGF

Blog: VR game development problems, and how we fixed them  
by Gamasutra Community [02.23.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
VR, Design, Production

How John Romero created the tile editor behind Wolfenstein and Rise of the Triad 2
by Gamasutra Community [02.23.17]
John Romero talks to David Lightbown about TEd, the tile editor he created that would eventually be used to ship 33 titles including the Wolfenstein series, Rise of the Triad, and many more.
Console/PC, Programming, Design

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video