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January 19, 2017
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Gamasutra's predictions for the game industry in 2017  
by Bryant Francis [01.06.17]
To help ring in the new year (a few days late) the Gamasutra editorial staff sat down to talk about what 2017 has in store for the game industry.
Console/PC, Production, Business/Marketing, Video

How World of Warcraft accidentally gained an important audio cue  
by Alissa McAloon [01.05.17]
The light whooshing sound heard when a stealthed enemy approaches a World of Warcraft character is a useful audio cue, but the sound itself was just a side-effect of another development trick.
Console/PC, Social/Online, Audio, Design, Video

New Vive Tracker turns everyday objects into VR controllers 1
by Chris Kerr [01.05.17]
HTC has unveiled some new accessories for its Vive VR headset this week at CES, the most interesting of which is the Vive Tracker. 
VR, Video

To celebrate its 20th birthday, Blizzard recreates Diablo in Diablo III 2
by Alex Wawro [01.04.17]
The devs at Blizzard have recreated Diablo's centerpiece 16-level dungeon in Diablo III, affording contemporary players and devs an interesting perspective on the original game's design.
Console/PC, Business/Marketing, Video

An extensive look at the hardware behind the original Game Boy 1
by Alissa McAloon [01.04.17]
In his appropriately named 'Ultimate Game Boy Talk,' Michael Steil breaks down the hardware that powered Nintendo's early handheld with incredibly detailed explanations of what makes the Game Boy tick.
Console/PC, Programming, Video

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design, Video, Deep Dive

Video games have pushed music to the background, says Doom composer 3
by Alissa McAloon [01.03.17]
In an interview with Noclip, composer Mick Gordon shares his take on the role music should play in game design and talks about how he created the soundtrack for id Software's latest Doom.
Console/PC, Audio, Video

Developing A Cat's Manor in Saudi Arabia for a Western Audience  
by Lena LeRay [01.03.17]
"This a game built from the ground up for the western market. Arabic games that are successful in Saudi Arabia are tightly grouped around football, racing, card games, and online strategy."
Console/PC, Indie, Design, Production, Video

Shifting between 2.5D to 3D in Shattered: Tale of the Forgotten King  
by Joel Couture [01.02.17]
The developers at Redlock Studio explain why they decided to switch their sidescrolling 2.5D action game into full 3D when facing the game's powerful bosses.
Console/PC, Indie, Design, Video

Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [01.02.17]
Grasshopper Manufacture's first game, The Silver Case, just got an HD Remaster. We spoke with some of the developers of the game, discussing character design, story, and the port itself.
Console/PC, Indie, Art, Design, Video

Silence Screams: Virginia tells a complex story without dialogue 1
by Joel Couture [12.27.16]
Virginia is a complex thriller about a new FBI agent trying to locate a missing young man while also trying to find evidence of corruption in her partner. And no one ever says a word.
Console/PC, Indie, Art, Design, Video

Making a multi-character RPG narrative in Supergiant's Pyre 4
by Lena LeRay [12.27.16]
"We got excited by the idea of the player getting close to an interesting cast of characters over the course of a grand journey, and having some impact over what happened to them," says Supergiant's Greg Kasavin.
Console/PC, Indie, Design, Video

Watch a Valve engineer explain the making of the Lighthouse VR tracking system 2
by Alex Wawro [12.22.16]
"I actually invented the Lighthouse tracking technology quite early," said Valve's Alan Yates in a recent presentation. "I was very worried it would be almost impossible to implement, so I sat on it."
VR, Programming, Design, Production, Video

Video: How Naughty Dog did the motion capture for The Last Of Us  
by Staff [12.22.16]
At GDC 2015, Naughty Dog's Blake Shelton takes the stage to deliver a great talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline.
Console/PC, Production, Video, Vault

Nintendo digs up original The Legend of Zelda design docs 1
by Chris Kerr [12.22.16]
Nintendo has served up a festive treat by uploading some of the original design documents from The Legend of Zelda, which was released on the NES around 30 years ago. 
Console/PC, Design, Video

Game Design Deep Dive: Rethinking adventure games to create empathy 5
by Chris Kerr [12.22.16]
We set out to create an adventure game that had the soul of a '90s LucasArts title but felt a more contemporary. So, we ended up making a point and click, just without the pointing and clicking.
Console/PC, Design, Video, Deep Dive

The Gamasutra crew dissects the top games of 2016  
by Bryant Francis [12.21.16]
The Gamasutra editorial staff takes a deep dive into the best games of 2016.
Console/PC, Design, Video

Video: How Playdead rendered the unique visuals of Inside  
by Staff [12.21.16]
At GDC 2016 Playdead's Mikkel Gjoel and Mikkel Svendsen explain the techniques used to achieve high visual fidelity in the context of the strict simplistic aesthetic of Inside.
Indie, Programming, Art, Video, Vault

How Rocket League's netcode stacks up against other online games  
by Alissa McAloon [12.21.16]
An analysis from Battle(non)sense takes a look under the hood to see how Rocket League's netcode minimizes lag in fast-paced, competitive online gameplay.
Console/PC, Social/Online, Video

Chat with us about our top 10 games of 2016 today at 3PM EST  
by Bryant Francis [12.21.16]
We're going live with a discussion about our top 10 games of 2016 today on Twitch. Come chat with us!
Console/PC, Design, Video