Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 8, 2016
arrowPress Releases
February 8, 2016
PR Newswire
View All






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


Updates » Video
The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

Q&A: Jon Ingold on Sorcery! and crafting interactive fiction  
by Konstantinos Dimopoulos [01.25.16]
'The end of the Sorcery! epic is our focus for the moment; it's a bittersweet feeling to be coming to the end of the series after nearly 1.5 million words.'
Console/PC, Indie, Design, Production, Video

Video: Using iterative level design to ship Skyrim and Fallout  
by Staff [01.22.16]
At GDC 2014, Bethesda's Joel Burgess took to the stage to share insights into the iterative approach used by Bethesda's level design team plan, implement, test and polish massive amounts of content.
Console/PC, Design, Production, Video, Vault

Roll for your life: Making randomness transparent in Tharsis 3
by Roy Graham [01.21.16]
"Human beings have this innate understanding of stuff that we can touch and hold and look at," says Zach Gage. "The dice in Tharsis are an analogue for something everyone is familiar with."
Console/PC, Indie, Design, Video

Video: Cinematic storytelling in Middle-earth: Shadow of Mordor  
by Staff [01.19.16]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production, Video, Vault

Mixing mind control and stealth in Tidal Affair: Before the Storm  
by Joel Couture [01.15.16]
Vancouver studio Overcurfew discuss how they designed and balanced a stealth game in which the hero can manipulate enemies with her mind.
Indie, Design, Production, Video

YouTube mega-star PewDiePie starts his own video network  
by Christian Nutt [01.13.16]
The Let's Play mega-star has his own video network, now, and has brought along other notable YouTubers for the ride -- and he has big plans for the future.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video

3 lessons on procedural storytelling from Moon Hunters 7
by Bryant Francis [01.12.16]
'Roguelikes are about many truths, about a pluralistic view of the world,” says Short. 'There's not a single truth of what the game is, and what the intended experience is.'
Design, Video

Video: Behind the dice-based design of space cannibalism sim Tharsis  
by Alex Wawro [01.11.16]
Choice Provisions has published a new video deconstructing the design of its turn-based space survival sim Tharsis as part of a promotional campaign for the game, which launches this week.
Indie, Design, Video

Q&A: Prominence, an indie adventure game 9 years in the making 1
by Konstantinos Dimopoulos [01.11.16]
'Prominence was developed while the studio was concurrently doing client work. Some weeks only saw 10 hours of Prominence time, while other weeks would get 40 hours or more.'
Indie, Design, Production, Video

Watch creative director Patrice Desilets play Assassin's Creed II  
by Christian Nutt [01.08.16]
Watch the man who made his name on the Assassin's Creed play the series' second game, in conversation with Double Fine's Greg Rice.
Console/PC, Design, Video

Video: Overcoming analysis paralysis through radical experiments  
by Staff [01.08.16]
At GDC 2015 former Halfbrick designer Luke Muscat (Fruit Ninja, Jetpack Joyride) speaks to how the successful mobile studio overcame analytics-driven analysis paralysis to make its latest game great.
Smartphone/Tablet, Design, Video

How Fallout 4's Diamond City Radio creates memorable moments 4
by Roy Graham [01.06.16]
Carefully chosen vintage tunes can add a twist of bitterly ironic humor to Fallout 4's gameplay, and create unplanned emergent moments of synchronicity between audio and narrative.
Video

Video: Watch a game coder rebuild id's Quake from scratch 1
by Alex Wawro [01.05.16]
Video game programmer Philip Buuck has launched a new video series, Handmade Quake, that aims to showcase his work rebuilding id's seminal first-person shooter from scratch, line by line.
Console/PC, Programming, Video

Video: How Race the Sun became a success through stubbornness  
by Staff [01.04.16]
At GDC 2015's Indie Games Summit Flippfly founders Aaron and Forest San Filippo discuss the ups and downs of their stubborn efforts to create, fund and promote their debut game Race the Sun.
Indie, Production, Video, Vault

Blind player completes Ocarina of Time after five years 4
by Chris Kerr [01.04.16]
A blind video game player has completed The Legend of Zelda: Ocarina of Time after five years by using in-game sounds to guide him through the world of Hyrule. 
Console/PC, Audio, Video

Q&A: Jonathan Blow on The Witness and the state of indie games 13
by Lexi Pandell [01.04.16]
'I have spent all the Braid money, that’s all gone. So... hopefully some people will buy this new game.'
Console/PC, Indie, Design, Production, Business/Marketing, Video

Video: Game dev veterans speak out against game industry ageism  
by Staff [12.29.15]
“This isn’t going to be a pity party," said longtime game dev David Mullich during a GDC 2015 panel on growing older in the game industry. "One can have a wonderful career after the age of 50.”
Console/PC, Serious, Video

Can Zero Latency turn free-roam VR into Laser Tag 2.0? 1
by Richard Moss [12.29.15]
An Australian company describes how they've been refining a free-roam VR multiplayer game that they're offering to the public for circa US$60 per hour-long session.
VR, Design, Production, Business/Marketing, Video

Video: Creating the striking pop-up book world of Tengami  
by Staff [12.28.15]
Nyamyam's Jennifer Schneidereit speaks at GDC 2015 about the intriguing technical and design challenges faced in creating the environments of Tengami, an adventure game inside a virtual pop-up book.
Indie, Design, Video