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May 27, 2017
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Updates » Design
When making games, there is such a thing as a bad question  
by Brandon Sheffield [04.25.17]
Rami Ismail, one half of Nuclear Throne dev Vlambeer, says that one of the ways his studio has succeeded is through not only asking the right questions, but figuring out what the right questions are.
Design, Business/Marketing

Blog: Composing video game music to build suspense, part 4 2
by Gamasutra Community [04.25.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk. This time around, she looks at how the power of low frequency sound can be harnessed to create tension.
Audio, Design

Animation vs. game dev: Everything creator David OReilly breaks down the differences
by Chris Kerr [04.25.17]
"Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward. With animation, it's more of a branching thing."
Design, Business/Marketing, Video

Blog: Harmony and the kludge in game design
by Gamasutra Community [04.25.17]
Harmony is something that affects the game as a whole. It's about appropriate fit. Now what's appropriate depends on what standards people are using, and those standards have changed.
Design

Blog: Developing the visuals for Warhammer 40,000: Space Wolf 4
by Gamasutra Community [04.25.17]
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf.
Art, Design

Blog: Captivating players by evoking presence 2
by Gamasutra Community [04.25.17]
Playing a video game can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.
Design

FoldIt dev has a new game that's helping map the human brain  
by Alex Wawro [04.24.17]
"You can see this as symbiosis -- computers learn from what people are doing and they do better," Center for Game Science director Dr. Zoran Popovic tells The New York Times about its new game Mozak.
Social/Online, Serious, Design

Don't Miss: What can game designers learn from the original Legend of Zelda? 65
by Mike Stout [04.24.17]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Eye tracking tech offers a closer look at Overwatch's UI in action 4
by Alissa McAloon [04.24.17]
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch match.
Console/PC, Design, Video

Everything creator David OReilly explains how artists can forge their own path
by Chris Kerr [04.24.17]
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Art, Design, Video

Making repeated deaths a reward in What Remains of Edith Finch 1
by Jessica Famularo [04.24.17]
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch turns death into a key feature of story progression.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Before Star Citizen, there was Wing Commander: How Chris Roberts got his start 1
by Alex Wawro [04.21.17]
History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander) to the bedroom computing era of British game development.
Console/PC, Design

How Everything connects the arts of animation and game design  
by Bryant Francis [04.21.17]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Console/PC, Design, Video

Don't Miss: Multiplayer level design tips from a Call of Duty modder turned pro 4
by Gamasutra Community [04.21.17]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Social/Online, Design

Chat with David OReilly, creator of Everything, today at 3PM EDT  
by Bryant Francis [04.21.17]
We're chatting with indie game developer David OReilly while playing Everything today at 3PM EDT.
Console/PC, Design, Video

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Smartphone/Tablet, Programming, Design, Business/Marketing

Blog: Building a dynamic ecology through sound
by Gamasutra Community [04.21.17]
A multi part development journal that discusses the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examines the risks and challenges encountered.
Audio, Design

Making Horizon Zero Dawn's Machines feel like living creatures 4
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable animal-like behaviors and movements.
Console/PC, Art, Design, Video

How do you end a game well? 1
by Staff [04.20.17]
What makes for a great game ending? We dug into the question a bit today on the Gamasutra Twitch channel as we wrapped up our abbreviated look back at Deus Ex.
Console/PC, Design, Video