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December 8, 2016
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Dev builds working Atari 2600 emulator -- in Minecraft 1
by Alex Wawro [12.07.16]
Developer and YouTuber "SethBling" published a pair of videos this week showcasing how he's manipulated the building blocks of Minecraft to construct a working in-game Atari 2600 emulator.

How The Last Guardian sacrifices gameplay to build companionship  
by Bryant Francis [12.07.16]
The Last Guardian isn't like a lot of puzzle platformers out there---and no, that's not because they don't have bird-dog creatures that shoot lightning out of their butts.
Console/PC, Video

Join us as we play The Last Guardian today at 3PM EST  
by Bryant Francis [12.07.16]
Was the decade-long development of The Last Guardian worth it? We explain why today on our Twitch channel at 3PM EST.
Console/PC, Design, Video

Video: Grappling with the dark side of game development 2
by Staff [12.06.16]
As part of the GDC 2016 Independent Games Summit, game designer Joshua Boggs (Framed) gave an emotional talk about how his quest for validation and acclaim led him to sacrifice things he held dear.
Indie, Production, Video, Vault

Tyranny's unique solution for streamlining storytelling: lore links 4
by Bryant Francis [12.05.16]
Working on a choice-driven game? You might want to steal this mechanic from Obsidian's latest RPG Tyranny and learn how the developers turned it from a lore dump into a storytelling tool.
Console/PC, Design, Video

Game Design Deep Dive: Controlling two things at once in Soft Body 4
by Zeke Virant [12.05.16]
"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body
Console/PC, Indie, Design, Video, Deep Dive

How South Park: The Stick of Truth steeled Obsidian for making Tyranny  
by Bryant Francis [12.02.16]
The fart jokes, sexual delinquency and lightly-salted racism of South Park: The Stick of Truth helped Obsidian grapple with the morally repugnant acts players can commit in Tyranny.
Console/PC, Design, Video

Come chat with Tyranny director Brian Heins today at 3PM EST  
by Bryant Francis [12.02.16]
We're asking the man who led the development of Obsidian's latest RPG Tyranny why they made a game where it's good to be bad.
Console/PC, Design, Video

Super Rad Raygun's self-imposed constraint: a 2-bit color palette 1
by Jack Yarwood [12.02.16]
“Maintaining a clear distinction between foreground and background is a constant struggle. You also don't have any way to use color to hint to the player what's dangerous and what's beneficial."
Console/PC, Indie, Art, Video

Yu Suzuki: Good games are made with 'jagged edges, and a strong sense of originality' 1
by Alex Wawro [12.01.16]
"If the game ends up being 'small and round', with everything harmonious, it won't sell," says the Shenmue dev. "I think it needs to have some jagged edges, and a strong sense of originality."
Console/PC, Design, Video

Why the moral structure of Tyranny makes it an interesting RPG 2
by Bryant Francis [11.30.16]
Tyranny makes a big deal about having players work for the villain, but that doesn't necessarily mean morality is stripped away from gameplay--we examine how.
Console/PC, Design, Video

Chat with us about how Obsidian's Tyranny builds on CRPG design at 3PM EST 1
by Bryant Francis [11.30.16]
The CRPG made a huge comeback in the beginning of the Kickstarter era, now Obsidian's building on its success in the genre with Tyranny. Come chat with us about its design today at 3PM EST.
Console/PC, Design, Video

Devising the VR gaze controls of Eagle Flight 4
by Joel Couture [11.30.16]
"Using your head to 'point' where you want to go feels super natural," says creative director Charles Huteau "Way more logical for your body than sending an order to your thumbs to push sticks."
VR, Console/PC, Design, Video

6 ways that the Final Fantasy franchise continues to influence devs 4
by Jon Irwin [11.29.16]
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design, Video

How do you plan for extraordinary moments in procedural design?  
by Bryant Francis [11.28.16]
We caught up with Moon Hunters lead designer Tanya Short to talk about making great moments in procedural game design.
Console/PC, Design, Video

Revisiting Cibele: Playing with the connections we create through tech  
by Joel Couture [11.28.16]
A year after its release, we look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design, Video

Sponsored: How Telltale Games handles version control  
by Francisco Monteverde, CEO, Codice Software [11.28.16]
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
Programming, Production, Video, Sponsored Article

Hello Games charts new course with huge No Man's Sky update 14
by Chris Kerr [11.28.16]
Hello Games has pulled back the curtain on a huge No Man's Sky update, which brings base building, freighters, and farming to the procedurally generated space sim.
Console/PC, Production, Business/Marketing, Video

Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [11.28.16]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art, Video, Deep Dive

Mixing life management sim with beat 'em up in Honey Rose 3
by Joel Couture [11.24.16]
This "life management simulation presented as a visual novel with beat’em up segments" allowed its developer to comment on the prioritizing and balancing he was grappling with doing in his own life.
Console/PC, Indie, Video