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March 26, 2017
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Updates » Video
Why has BioWare made the same multiplayer game three times in a row?  
by Bryant Francis [03.24.17]
We take a look at why BioWare has stuck with horde mode multiplayer for Mass Effect: Andromeda.
Console/PC, Design, Video

Video: How Pokemon Go was designed to be playable in public  
by Staff [03.24.17]
At GDC 2017, Niantic's Dennis Hwang hopped onstage to showcase how Pokemon Go was designed to be intuitive and safe to play in public -- and what other devs can learn from the process.
Social/Online, Art, Design, Video, Vault

We're streaming some Mass Effect: Andromeda multiplayer today at 3PM EDT  
by Bryant Francis [03.24.17]
Join us at 3PM EDT (12 PDT) for a close look at the best ways to die in the new Mass Effect: Andromeda multiplayer.
Console/PC, Design, Video

How do you make being a moral person a challenge? A look back at Deus Ex 1
by Bryant Francis [03.23.17]
Being good in the real world isn't easy, but video games tend to laud you with praise for doing it. But Deus Ex has some design choices that may help you create moral ambiguity in your next game.
Console/PC, Design, Video

Video: How Respawn evolved the Titan combat in Titanfall 2  
by Staff [03.23.17]
At GDC 2017, Respawn game designer Carlos Pineda speaks about how the studio balanced Titans in the game so that Titanfall 2 combat is satisfying -- whether players are fighting in robots or on foot.
Console/PC, Social/Online, Design, Video, Vault

To recapture intimate horror, Resident Evil 7 devs looked to the '90s  
by Alissa McAloon [03.23.17]
"...we focused on how to make players experience horror in an intimate way." Jun Takeuchi explores how classic Resident Evil horror influenced the latest game in the series.
Console/PC, Design, Video

Join us as we continue our Deus Ex stream today at 3 PM ET  
by Alex Wawro [03.23.17]
Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we continue to rummage through Deus Ex in search of game design gems.
Console/PC, Design, Video

Watch John Romero's '90s chat with Nasir Gebelli about coding Final Fantasy  
by Alex Wawro [03.22.17]
Game industry history buffs should check out John Romero's YouTube channel, because last month he published a rare recording there of himself interviewing game industry luminary Nasir Gebelli in 1998.
Video

Ed Fries uncovers earliest known arcade game Easter egg in Starship 1 3
by Alex Wawro [03.22.17]
This is a big deal because until now, the 1978 game Adventure has been popularly recognized as the earliest known example of a video game shipping with an Easter egg from a dev hidden inside.
Console/PC, Design, Video

Video: Nioh director reflects on the game dev impact of player feedback  
by Staff [03.22.17]
At GDC 2017, game director Fumihiko Yasuda spoke at length about how the game's design was impacted by Team Ninja's decision to open the game up to player feedback via multiple pre-release demos.
Console/PC, Production, Video, Vault

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

Gamasutra examines the highs, lows of Mass Effect: Andromeda's early hours 1
by Bryant Francis [03.20.17]
Take a ride with the Gamasutra crew as we explore the depths of space in Mass Effect: Andromeda.
Console/PC, Production, Video

Video: Full Throttle composer shares lessons to learn from 'classic' game music  
by Staff [03.20.17]
At GDC 2015, veteran game composer Peter McConnell (Monkey Island 2, Grim Fandango) took the stage to reflect on the lessons he'd learned from composing classic game soundtracks in the '90s.
Console/PC, Audio, Video, Vault

How Breath of the Wild solved The Legend of Zelda's situational item problem  
by Alissa McAloon [03.20.17]
Past Zelda games designed items as keys for situational locks, but the items in Breath of the Wild offer a kind of refreshing versatility not seen in the series before.
Console/PC, Design, Video

Why your niche game might need survival mechanics to survive on Steam 1
by Bryant Francis [03.17.17]
Find out how one developer took the survival mechanics he enjoyed on Steam and helped implement them into the strategy game he was working on.
Console/PC, Design, Business/Marketing, Video

Wii emulator can now buy games from the official Wii Shop Channel  
by Alex Wawro [03.17.17]
Nintendo's Wii Shop Channel is still kicking -- and now one at least one Wii emulator, Dolphin, has advanced enough to be able to access the digital storefront and purchase games.
Social/Online, Business/Marketing, Video

Video: Defining and evolving the art direction of Overwatch  
by Staff [03.17.17]
At GDC 2017 Overwatch art director Bill Petras & assistant art director Arnold Tsang share insight into the origins of the game's charming art style, and how they design its characters/environments.
Console/PC, Art, Video, Vault

Chat with the developer of Early Access hit Northgard today at 3PM EDT  
by Bryant Francis [03.17.17]
If you want to know how a strategy game can shoot up the Steam best-selling list while still in Early Access, you should join us as we chat with the developers of Northgard today at 3PM EDT.
Console/PC, Design, Production, Video

PAX East Report: The Shrouded Isle and embracing darkness in games  
by Katherine Cross [03.17.17]
This year, a subtle current among the indie games on display at PAX East was exploring life in cults from the inside.
Console/PC, Indie, Design, Video

How Episode became the world's biggest interactive fiction platform 1
by Jennifer Allen [03.17.17]
By offering young women a platform for playing animated interactive stories, plus simple tools to create their own stories, Pocket Gems' Episodes created an unsung blockbuster platform for IF
Smartphone/Tablet, Art, Design, Production, Business/Marketing, Video