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Updates » Design
Subterfuge was my favorite game of 2015, but I never want to play it again 5
by Gamasutra Community [03.25.16]
"On paper, Subterfuge is the perfect game for me. Despite all that, the game has failed to keep me playing for more than a few weeks, and I don’t see myself starting a new game ever again."
Smartphone/Tablet, Indie, Design

Oculus Rift steals Gear VR's moves, can now do the asynchronous timewarp 1
by Alex Wawro [03.25.16]
At GDC last week Oculus VR announced it would be bringing asynchronous timewarp capabilities to its Rift virtual reality headset, and today a blog post confirmed that the new feature will debut in Oculus PC SDK 1.3.
VR, Design

Blog: 5 tips for teaching game design to non-gamers 2
by Gamasutra Community [03.25.16]
"The group transitioned from being those who didn't know their emergent gameplay from their experience-driven gameplay, to a band of amateur designers twisting core concepts and themes to create game ideas."
Indie, Design

Classic Postmortem: Lionhead's Black & White 1
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Smart calls, timing, luck, & poverty: How Rocket League succeeded 5
by Chris Baker [03.25.16]
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
Console/PC, Indie, Design, Production, Business/Marketing, Video, GDC

Video: Designing a puzzle game around visualizing math functions  
by Alex Wawro [03.24.16]
Today Mahdi Bahrami published an interesting demo of his current project, Tandis, which is shaping up to be a puzzle game that challenges players to play with mathematical functions to change shapes.
Indie, Design, Video

Video: How the Witcher devs turn ideas into actual game features  
by Staff [03.24.16]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design, Video, Vault

Looking back at the Dreamcast controllers that might have been  
by Alex Wawro [03.24.16]
This week a game history buff reminds us of the remarkable array of Dreamcast controller prototypes Sega went through before settling on the now-familiar final model for its console swan song.
Console/PC, Design

The Spiral Dance: Ice-Bound shows that books aren't out of style  
by Katherine Cross [03.24.16]
The Ice-Bound Concordance is a masterfully layered game about the significance of writing and editing that requires players to sift through an actual physical book as they play.
Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Video

Don't Miss: Creating the rich, detailed world of Samorost 3  
by Chris Baker [03.24.16]
Amanita Design founder Jakub Dvorský talks about the design of the unique game world in the studio's latest work, Samorost 3. and the ins and outs of how it was crafted.
Indie, Art, Design

Mario and 'self-selecting difficulty' in game design 3
by Gamasutra Community [03.24.16]
"With Self-Selecting Difficulty is easy to accommodate a huge swath of skill levels at the same time, but it makes it hard to reward player growth and in many cases punishes it by withholding some of the more fun mechanics."
Console/PC, Design

The core of Spelunky, straight from Derek Yu's new book 7
by Gamasutra Community [03.24.16]
Developer Derek Yu discusses the very earliest build of Spelunky, the core elements of the game, the importance of themes, and the relationship between artists and their influences.
Console/PC, Indie, Design

Game devs meet toy devs: Can Jumo unlock the next phase of toys-to-life? 1
by Christian Nutt [03.23.16]
The man behind Tamagotchi and Transformers meets up with Tokyo and Seattle-based game dev veterans to form a new company -- but can Jumo push the toys-to-life market to new heights?
Smartphone/Tablet, Design, Business/Marketing, Video

Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Two decades later, Mikami recounts the origin story of Resident Evil 1
by Alex Wawro [03.23.16]
Resident Evil is now a transmedia franchise, but in a chat with GameSpot series creator Shinji Mikami and lead programmer Yasuhiro Ampo remember when it was just a horror game in a haunted house.
Console/PC, Design

SCUMM co-creator digs up game design treasure trove 2
by Chris Kerr [03.23.16]
After spending his career at Atari, LucasArts, 3DO, and Microsoft, veteran programmer Aric Wilmunder has amassed a treasure trove of design documents, and now he's going to share them with the world.
Console/PC, Programming, Design

Video: How Double Fine remastered Day of the Tentacle  
by Chris Kerr [03.23.16]
Double Fine has been in the business of resurrection in recent years, and now the studio has given us a behind-the-scenes look at how it brought its 1993 classic, Day of the Tentacle, back to life.
Console/PC, Design, Production, Video

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault