Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Designing a true first-person camera in Unreal Engine 4 8
by Gamasutra Community [06.21.18]
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve."
Console/PC, Indie, Design

Don't Miss: Creating audio that matters 2
by Staff [06.20.18]
Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore what goes into the creation of audio that really sticks with players and brings more to the game
Console/PC, Indie, Audio

Human: Fall Flat surpasses 4 million sold  
by Alissa McAloon [06.19.18]
Though Human: Fall Flat got its start in early access in 2016, the game’s publisher notes that the online multiplayer patch released in late 2017 helped to “greatly expand” the game’s audience.
Console/PC, Indie, Business/Marketing

Don't Miss: A Game Design Deep Dive into Darkest Dungeon's Affliction System 3
by Staff [06.18.18]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design

Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Console/PC, Indie, Design, Video

Video: How Move or Die continued to gain players after launch  
by Staff [06.13.18]
In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die.
Indie, Design, Video

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production

EA's Patrick Soderlund talks Anthem, loot boxes, and women in Battlefield  
by Kris Graft [06.13.18]
Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher.
Console/PC, Indie, Business/Marketing, E3

Game Design Deep Dive: Making VR movement feel like a superpower in Gunheart 1
by Brian Murphy [06.11.18]
Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower.
VR, Indie, Design

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [06.08.18]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Console/PC, Social/Online, Indie, Design

Creating a sense of magical realism through in-game lighting
by Jack Yarwood [06.08.18]
"You never want to just place a light somewhere [randomly]," says Lake Ridden art director Erik Nilsson. "You want to [say] 'What can we do to make this area interesting with this light?'"
Indie, Art

Building Pillars of Eternity II without losing that Infinity Engine charm  
by Carli Velocci [06.07.18]
Obsidian's Josh Sawyer chats with Gamasutra about how the studio tried to update and refine its new seafaring Pillars of Eternity game without sacrificing what's special about party-based RPGs.
Console/PC, Indie, Design

As The Binding of Isaac winds down, Edmund McMillen looks back on how it all began  
by Alissa McAloon [06.06.18]
The Binding of Isaac creator Edmund McMillen reflects on seven years of The Binding of Isaac and how the game became an early indie darling.
Console/PC, Indie

How an ex-DreamWorks animator imbued Ghost of a Tale with character  
by Joel Couture [06.06.18]
“A lot of it is based on having worked on movies for many years," says DreamWorks animator turned game developer Lionel Gallat of the art and world design of his debut game, ​Ghost of a Tale
Indie, Design

How a whip came to define City of Brass' combat  
by Alex Wiltshire [06.05.18]
Uppercut Games' Ed Orman opens up about how the studio's Arabian Nights-inspired roguelike City of Brass was designed around the BioShock-esque "one-two punch" of a whip and a scimitar.
Console/PC, Indie, Design

[email protected] chief shares tips on what makes a good Achievement  
by Alex Wawro [06.04.18]
"Brutal achievements [beat entire game without taking a hit] are going to be fun for an extremely small part of your user base," writes [email protected]'s Chris Charla. "Are you sure you want to do them?"
Console/PC, Indie, Design

Video: A postmortem look at Rocket League's language ban system  
by Staff [06.04.18]
Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League.
Console/PC, Social/Online, Indie, Design, Video, Vault