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March 23, 2017
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Updates » Programming
Alt.Ctrl.GDC Showcase: Student project Emotional Fugitive Detector  
by Joel Couture [02.16.17]
Emotions make people dangerous in the world of Emotional Fugitive Detector. A machine is designed to scan the player's face and look for them, failing them should they be a too expressive.
Indie, Programming, Design, Production, Video

Come to GDC 2017 and hear how Firewatch's unique dialog system works  
by Staff [02.15.17]
Campo Santo's Patrick Ewing is teaming up with Unity's William Armstrong to talk at GDC 2017 about the design and development of Firewatch's remarkable interruptable dialog system.
Indie, Programming, Design, GDC

Alt.Ctrl.GDC Showcase: vinylOS  
by Joel Couture [02.15.17]
A DJ's turntable becomes a video game controller with vinylOS, a game that uses scratching, spinning, and rewinding to play through games that are projected down onto a vinyl LP from above.
Indie, Programming, Art, Audio, Design, Production, Video

20 talks Gamasutra wants to see at GDC 2017, from sex scenes to grouchy fish  
by Staff [02.14.17]
Gamasutra writers recently put our heads together and picked some of our most-anticipated GDC sessions, with topics ranging from designing sex scenes in games to math(s) to...a grouchy fish who lived on the Dreamcast.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Alt.Ctrl.GDC Showcase: Martín Sebastián Wain's Doggy Tug of War  
by Joel Couture [02.14.17]
Martin Sebastian Wain's game simulates simulates playing tug of war with a playful dog. It uses a string, a modified broken printer, and a video of a dog to recreate the experience.
Indie, Programming, Design, Production, Video

Blog: Procedural level generation in Unity, part 2  
by Gamasutra Community [02.13.17]
For M.E.R.C. we relied on procedural level generation to add more content and randomness to our game. Here's how we built our procedural level system in Unity.
Programming, Design, Production

Alt.Ctrl.GDC Showcase: Objects in Space  
by Joel Couture [02.13.17]
"It’s a bit like we’ve built a mock-up of the consoles from a real space capsule, but instead of mimicking a real one, we built it based on a fake retro sci-fi aesthetic of our own design."
Console/PC, Indie, Programming, Design, Production, Video

Game Design Deep Dive: Dynamic detection in Shadow Tactics 4
by Moritz Wagner [02.13.17]
"We analyzed how Viewcones were used in the old games and decided on where we wanted to improve it. This also lead us to re-thinking some aspects of player detection in the genre."
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Video Game Deep Cuts: The Alpha Kingdom Protocol  
by Gamasutra Staff [02.12.17]
This week's Video Game Deep Cuts include everything from a witty video appreciation of Kingdom's design to an Alpha Protocol retrospective, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Alt.Ctrl.GDC Showcase: Henning Steinbock's Close the Leaks  
by Joel Couture [02.10.17]
Close the Leaks (to prevent imminent death) is a four player arcade game that is controlled by stopping the air flowing out of hoses.
Indie, Programming, Design, Production, Video

Funcom recoups Conan Exiles development costs in first week  
by Chris Kerr [02.10.17]
Funcom's open-world survival effort Conan Exiles has shifted 320,000 copies in its first week, allowing the developer to recoup all of its development costs. 
Console/PC, Programming, Business/Marketing

Don't Miss: Creating a natural movement system for Dying Light 3
by Staff [02.09.17]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design

Blog: A postmortem of our first Steam release, Luckslinger 1
by Gamasutra Community [02.09.17]
My name is Marciano Viereck and this is the postmortem of Luckslinger, the first steam released game that Donald Kooiker, Rik Ravenswaaij, and I developed as a company.
Console/PC, Programming, Design, Production, Business/Marketing

Blog: Come help us rebuild Habitat  
by Gamasutra Community [02.09.17]
Habitat is coming back, and we need your help to get it running again. Calling all developers.
Programming, Design, Production

Learn about making audio adventures for the Amazon Echo today at 3PM EST  
by Bryant Francis [02.08.17]
If you've ever wanted to play a choose-your-own-adventure game with your voice, you should tune in to this conversation about making interactive audio adventures.
Console/PC, Programming, Audio, Design, Video

Blog: Making a procedural 2D world in Unity, part 1 2
by Gamasutra Community [02.07.17]
Twin Flames lead programmer Will Bates talks about the game's two dimensional procedural world and explains which rules he followed in order to make it work.
Programming, Production

Microsoft, Sony, HTC Vive and more are sponsoring great GDC 2017 talks!  
by Staff [02.07.17]
Don't skip the great sponsored sessions at GDC 2017! High-profile companies like Microsoft, Sony, and HTC Vive will be there opening up about everything from the future of Xbox to 3D audio to VR dev.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

Blog: Script and emergent narrative in King Lucas  
by Gamasutra Community [02.06.17]
Elío Ferrán explains the narrative and non-linear dialogue system of King Lucas.
Programming, Art, Design

Game Design Deep Dive: Constant VR movement in Eagle Flight  
by Olivier Palmieri [02.06.17]
"We found out that the TILT control was very natural to actual plane pilots who played Eagle Flight, as it's a natural way to control a plane in real life too." - Olivier Palmieri, Game Director at Ubisoft Montreal
VR, Console/PC, Programming, Design, Video, Deep Dive

Some PS4 games will see performance juiced on PS4 Pro via upcoming 'Boost Mode' 3
by Alex Wawro [02.03.17]
An upcoming PlayStation 4 firmware update (4.50) will include a "Boost Mode" which allows some PlayStation 4 games to perform better on the PlayStation 4 Pro, even if they don't officially support it.
Console/PC, Programming