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April 27, 2017
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Updates » Video
Join us as we stream the original Morrowind today at 3 PM ET!  
by Alex Wawro [04.27.17]
Next week marks the 15th birthday of Bethesda Game Studios' sprawling odd-world RPG The Elder Scrolls III: Morrowind. To mark the occasion, we thought it might be fun to stream it for a bit.
Console/PC, Art, Design, Video

It's time for animators to get more ambitious, says Wonder Boy dev
by Chris Kerr [04.27.17]
"Basically I would like to see better animation. Because most of the time, even in really big productions, you see animations you don't believe in."
Console/PC, Art, Video

Why remaking games like Wonder Boy can be creatively inspiring  
by Bryant Francis [04.26.17]
It's one thing to work on another person's game, it's another to remake a game from 20 years ago and add your own flourish to it.
Console/PC, Design, Video

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design, Video, Vault

Chat with the developers behind Wonder Boy: The Dragon's Trap at 3PM EDT  
by Bryant Francis [04.26.17]
It's not often that a small developer gets to remake an old retro game. We're chatting with the minds behind Wonder Boy: The Dragon's Trap at 3PM EDT.
Console/PC, Design, Video

Developing Ultimate Epic Battle Simulator's large-scale carnage
by Joel Couture [04.26.17]
Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says.
Console/PC, Indie, Design, Production, Video

25 years later, FMV horrorshow Night Trap is coming back  
by Alex Wawro [04.25.17]
The team at Kentucky-based Screaming Villains have announced plans to bring a 25th anniversary rerelease of the full-motion video horror game Night Trap to PS4 and Xbox One later this year.
Video

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Animation vs. game dev: Everything creator David OReilly breaks down the differences
by Chris Kerr [04.25.17]
"Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward. With animation, it's more of a branching thing."
Design, Business/Marketing, Video

Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Eye tracking tech offers a closer look at Overwatch's UI in action 3
by Alissa McAloon [04.24.17]
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch match.
Console/PC, Design, Video

Everything creator David OReilly explains how artists can forge their own path
by Chris Kerr [04.24.17]
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Art, Design, Video

Making repeated deaths a reward in What Remains of Edith Finch 1
by Jessica Famularo [04.24.17]
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch turns death into a key feature of story progression.
Console/PC, Indie, Design, Video

How Everything connects the arts of animation and game design  
by Bryant Francis [04.21.17]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Console/PC, Design, Video

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Chat with David OReilly, creator of Everything, today at 3PM EDT  
by Bryant Francis [04.21.17]
We're chatting with indie game developer David OReilly while playing Everything today at 3PM EDT.
Console/PC, Design, Video

Making Horizon Zero Dawn's Machines feel like living creatures 4
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable animal-like behaviors and movements.
Console/PC, Art, Design, Video

How do you end a game well? 1
by Staff [04.20.17]
What makes for a great game ending? We dug into the question a bit today on the Gamasutra Twitch channel as we wrapped up our abbreviated look back at Deus Ex.
Console/PC, Design, Video

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Join us for the big finale of our Deus Ex stream today at 3 PM ET  
by Alex Wawro [04.20.17]
This is the end! Tune into the Gamasutra Twitch channel today at 12 PM PT (3 PM ET) as we wrap up our playthrough of the original Deus Ex.
Console/PC, Design, Video