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July 26, 2016
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July 26, 2016
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Updates » Video
Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Console/PC, Indie, Design, Video

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Console/PC, Indie, Audio, Video, Vault

Developers provide their [spoiler-free] take on Inside 2
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Console/PC, Indie, Art, Design, Production, Video

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Devs weigh in on the competitive state of Overwatch 3
by Bryant Francis [07.21.16]
We talked to some developers to get their take on what Blizzard is prioritizing in their Overwatch updates, the tweaks they've made to the multiplayer experience, and the competitive mode.
Console/PC, Art, Design, Video

Legendary Pictures will release a live-action Detective Pikachu film  
by Bryant Francis [07.20.16]
The game is afoot as Legendary Pictures confirms a partnership with The Pokemon Company to produce a film based on Great Detective Pikachu
Console/PC, Video

Video: Exploring the art direction of Ninja Theory's Devil May Cry  
by Staff [07.20.16]
At GDC 2013 Ninja Theory's Alessandro "Talexi" Taini spoke to how fashion, music, architecture and other forms of art influenced the studio's efforts to bring the game into the "here and now."
Console/PC, Art, Video, Vault

Video: Crafting emotional themes in Dragon Age: Inquisition's Trespasser DLC  
by Staff [07.19.16]
At GDC 2016 Dragon Age franchise lead writer Patrick Weekes and lead narrative designer John Epler speak to developing the core narrative and thematic moments in the game's Trespasser DLC.
Console/PC, Design, Video, Vault

The past and future of location based AR games like Pokemon Go 5
by Jennifer Allen [07.19.16]
Gamasutra asked several developers why they think Pokemon Go did so well so quickly, what it needs to do to stay on top, and what it means for the future of location based gaming
VR, Smartphone/Tablet, Design, Business/Marketing, Video

Watch an engineer tear down this Nintendo PlayStation prototype 1
by Alex Wawro [07.15.16]
Heads up, hardware history buffs: Modder Ben Heck has published a video teardown of the "Nintendo PlayStation" SNES CD prototype, provided by owners Dan and Terry Diebold, that's well worth watching.
Console/PC, Design, Video

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming, Production, Video, Vault

Drugs, masks, and randomness: The moral gray areas of We Happy Few 5
by Joel Couture [07.14.16]
"We've had whole generations of games imposing 'good vs evil' moral ethics to players, but I dislike that kind of simplification," says Compulsion Games' creative director Guillaume Provost.
Console/PC, Indie, Design, Video

Video: The scenography of Kentucky Route Zero  
by Staff [07.13.16]
Kentucky Route Zero developer Tamas Kemenczy breaks down the artistic inspiration for Kentucky Route Zero in this 2014 GDC talk.
Console/PC, Indie, Art, Design, Video

Doom and game design in 2016: The influence of hellbound user-gen content 1
by Bo Moore [07.13.16]
A recent Doom SnapMap MOBA got us thinking about the past, present, and future of user-generated content and mods based on Id Software's seminal first-person shooter franchise.
Console/PC, Programming, Design, Student/Education, Video

Video: Escaping the Holodeck - Storytelling in VR and AR games  
by Staff [07.12.16]
At GDC 2016's sibling conference VRDC, narrative designer Rob Morgan spoke to how storytelling techniques perfected in AR can help overcome the challenge of creating "emotional immersion" in VR.
VR, Design, Video, Vault

Sega Saturn's DRM cracked almost 23 years after launch 1
by Chris Kerr [07.12.16]
Disc drive failure is no longer the end of the road for the Saturn, as an engineer has found a way to run games and other software straight from a USB stick.
Console/PC, Programming, Video

Video: Deconstructing the Gothic horror music of Bloodborne  
by Staff [07.11.16]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Console/PC, Audio, Video, Vault

Opinion: Being sexy and not sexist - a look at Bayonetta and objectification 9
by Katherine Cross [07.11.16]
Bayonetta's presentation, while heavily sexualized, expresses her character in a way that separates her from the crowd of interchangeable, uninteresting portrayals of heterosexual women in gaming.
Console/PC, Design, Video

Finding a fresh angle on WWII in Hearts of Iron IV 3
by Alan Bradley [07.11.16]
How did Paradox find a fresh approach to what is easily the most thoroughly documented war in human history?
Console/PC, Design, Video

Interactive ads: The future of making money on mobile games?  
by Richard Moss [07.08.16]
With most of the mobile game audience unwilling to spend money either upfront or in in-app purchases, many developers need to run ads to find success.
Smartphone/Tablet, Design, Business/Marketing, Video