Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 18, 2017
arrowPress Releases

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

Updates » Video
Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

The Long Dark director explains why the right studio space is critical  
by Chris Kerr [08.17.17]
"What you realize when you work in a large studio environment -- you know, at a Ubisoft or a Relic with a larger team -- is that working remotely isn't really a discussion point."
Business/Marketing, Video

Agents of Mayhem's design director discusses open-world development  
by Bryant Francis [08.16.17]
We talked to Agents of Mayhem's design director to learn more about how Volition is building open-world games these days.
Console/PC, Design, Video

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Using sound design to give Slime Rancher charm without getting too gooey  
by Alissa McAloon [08.16.17]
A chorus of plorps, ploops, and cheers could easily become overwhelming for players in a game like Slime Rancher if not for its carefully constructed sound design.
Audio, Design, Video

Chat with Agents of Mayhem's design director today at 3PM EDT  
by Bryant Francis [08.16.17]
We're interviewing one of the lead developers behind Agents of Mayhem today at 3PM EDT.
Console/PC, Design, Video

How Sonic Mania's devs made the old new (and good) again 1
by Jon Irwin [08.16.17]
“I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.”
Console/PC, Design, Video

Gamasutra revisits the campy legacy of Night Trap  
by Bryant Francis [08.15.17]
The most famous full motion video game has returned, so today we sat down and looked at what made Night Trap so controversial in 1993.
Console/PC, Design, Video

Video: Inside the process (and philosophy) of animating Cuphead  
by Staff [08.15.17]
At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design.
Indie, Art, Production, Video, Vault

Slime Rancher dev shares tips for making the most of the prototyping stage  
by Alissa McAloon [08.15.17]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production, Video

Come along with us as we stream Night Trap today at 3 PM ET  
by Alex Wawro [08.15.17]
Now, 25 years after its initial release on Sega CD, a new version of the game has been released on modern consoles by Kentucky-based studio Screaming Villains. How does it hold up? Tune in and see! 
Console/PC, Design, Production, Video

Punishing difficulty conveys a personal story in The End is Nigh  
by Joel Couture [08.15.17]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production, Video

The Long Dark dev: When talking to fans, sometimes less is more  
by Alex Wawro [08.14.17]
"I will probably say less about what we intend to deliver and when," Hinterland founder Raphael van Lierop tells Gamasutra. "Try to avoid setting milestones until we're very, very confident."
Indie, Production, Video

Video: Making exploration rewarding in Deus Ex: Mankind Divided  
by Staff [08.14.17]
Eidos Montreal's Clemence Maurer speaks at GDC 2017 about how Deus Ex: Mankind Divided's hub city of Prague was thoughtfully laid out to reward players for exploring its nooks and crannies.
Console/PC, Design, Video, Vault

Slime Rancher dev: Give players a place to feel 'cozy' and they'll keep coming back  
by Alissa McAloon [08.14.17]
“It's like eating mac-and-cheese in video game form.” Nick Popovich says that capturing that comfort-food feeling is key to bringing players back to your game time and time again.
Console/PC, Indie, Design, Video

Raphael van Lierop of The Long Dark talks surviving a rough launch  
by Bryant Francis [08.11.17]
We sat down with the game director of The Long Dark to talk about the trials and tribulations of surviving a rough launch.
Console/PC, Design, Video

Slime Rancher's lead developer tells us about his Early Access success  
by Bryant Francis [08.11.17]
We chatted with the lead developer of Slime Rancher to learn about the game's design and Early Access adventures.
Console/PC, Design, Business/Marketing, Video

Video: How Naughty Dog gets realistic performances out of animated characters  
by Staff [08.11.17]
At GDC 2017 Naughty Dog's Ryan James gets into the "chewy" details of how Naughty Dog designs, captures, and implements character narratives and performances in games like Uncharted 4.
Console/PC, Art, Design, Video, Vault

We're talking to The Long Dark's game director at 6PM EDT  
by Bryant Francis [08.11.17]
The Long Dark game director Raphael Van Lierop will be joining us today on the Gamasutra Twitch channel at 6PM EDT. You should join our chat!
Console/PC, Design, Video

Chat with Slime Rancher's lead developer at 3PM EDT  
by Bryant Francis [08.11.17]
We're chatting with Nick Popovich, lead developer on Slime Rancher today at 3PM EDT.
Console/PC, Design, Video