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November 20, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
We're talking to the team behind CrossCode at 3PM EDT  
by Bryant Francis [10.12.18]
The developers of CrossCode are swinging by for a chat about making their game starting at 3PM EDT.
Console/PC, Design, Video

Blog: Designing for exploration - and terror - in Sunless Skies' Reach update 1
by Gamasutra Community [10.12.18]
Paul Arendt, CEO of Failbetter Games and creative director of Sunless Skies, talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Console/PC, Indie, Design

Making cars and writing code: Production Line's refreshing dev approach 1
by Joel Couture [10.12.18]
Gamasutra chats with veteran indie Cliff Harris (aka Cliffski) about the work that went into turning car manufacturing into an engrossing game in his Early Access puzzler Production Line.
Console/PC, Indie, Design, Production, Business/Marketing

Sponsored Content
Q&A: A chat with Magic Leap's interaction experts  
by John-Michael Bond [10.11.18]
During Magic Leap's inaugural L.E.A.P. Conference in Los Angeles, we sat down with Brian Schwab, director of the company's Interaction Lab, and Aleissia Laidacker, interaction director, to talk about the future of mixed reality.
VR, Design, Sponsored Article, Magic Leap

Video: A design-centric approach to developing characters & stories  
by Staff [10.11.18]
At GDC 2011, veteran game designer Matthias Worch delivers a great talk that examines how game makers can more effectively reconcile developer-defined and player-derived character identities.
Console/PC, Design, Video, Vault

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Digging into the creation of one pick-ticular WarioWare minigame 1
by Alissa McAloon [10.11.18]
Kotaku has shared an interesting conversation with longtime Nintendo game developer Goro Abe that explores the origins of one particularly memorable 3 second long WarioWare minigame: Gold Digger.
Console/PC, Design

Learn new ways of thinking about immersive experience design at XRDC!  
by Staff [10.11.18]
At XRDC in San Francisco this month you can see a panel of AR/VR experts digging into how their design process works, how they work with users during testing, and how they iterate on prototypes!
VR, Design

Blog: Self-determination theory and player affect  
by Gamasutra Community [10.11.18]
Why do we develop such strong attachments to in-game objects? This post examines how self-determination theory can be used to explain player affect.
Design

Snap, Crackle, Pop: Crunch & self-mutilation in Swery's new puzzler The Missing  
by Alex Wawro [10.11.18]
Hidetaka "Swery" Suehiro talks Gamasutra through the design of his new studio's first game, The Missing, and how he hopes it will prove him a good game designer -- not just an interesting storyteller.
Console/PC, Indie, Design, Video

Tracking the evolution of Path of Exile’s troublesome Delve mode  
by Alissa McAloon [10.10.18]
Rock Paper Shotgun has shared an insightful interview that digs into the design and post-launch balancing struggles of the Delve game mode introduced to Path of Exile a few months back.
Console/PC, Social/Online, Design

Sponsored Content
Magic Leap touts diversity, makes case for game devs to come aboard 1
by John-Michael Bond [10.10.18]
During Magic Leap's first keynote presentation ever, the mixed reality startup plead its case for developers to join in on the ground floor of something special.
VR, Design, Business/Marketing, Video, Sponsored Article, Magic Leap

Don't Miss: The aesthetics of frustration in Getting Over It 2
by Staff [10.10.18]
"This is one of the things I'm most interested in," says Foddy. "As a game designer, the most fundamental problem you're up against is that games don't matter, they're fake."
Console/PC, Smartphone/Tablet, Design

Video: Will Wright's classic postmortem of SimCity predecessor Raid on Bungeling Bay 2
by Staff [10.10.18]
In this GDC 2011 postmortem, Will Wright revisits the development of the classic game Raid on Bungeling Bay.
Console/PC, Design, Video

Nintendo hacks The Legend of Zelda to make it more accessible 1
by Chris Kerr [10.10.18]
The new version of the 1987 classic gifts players a ton of rupees and items from the start, making it more accessible for those keen to wander through Hyrule with minimal fuss.
Console/PC, Design, Business/Marketing

Sponsored Content
Feeding cloned cheeseburgers to a T-Rex is a joy in Magic Leap's 'Create'  
by John-Michael Bond [10.10.18]
Create is a Magic Leap app that might at first seem like a kids game, but quickly reveals itself to have a level of depth that will keep even adult players enraptured.
VR, Design, Video, Sponsored Article, Magic Leap

Blog: Building your debut game in one year 3
by Gamasutra Community [10.10.18]
In the latest excerpt from the Game Dev Unchained podcast, SomaSim founders Matt Viglione and Robert Zubek explain how they managed to create their first game in just one year.
Design, Production

How to choose what game to make next 13
by Gamasutra Community [10.10.18]
How do you choose which game to make next? These are three factors you should definitely consider.
Design, Production

Sponsored Content
Dr. Grordbort's Invaders may just be Magic Leap's killer app 3
by John-Michael Bond [10.10.18]
We had a chance to give the mixed reality shooter Dr. Grordbort’s Invaders a whirl at Magic Leap's L.E.A.P. Conference in LA on Tuesday -- and it was a delightful experience that didn't disappoint.
VR, Design, Video, Sponsored Article, Magic Leap

Sponsored Content
'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
VR, Art, Design, Video, Sponsored Article, Magic Leap