Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 1, 2016
arrowPress Releases
May 1, 2016
PR Newswire
View All

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

Updates » Video
How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Report: This is what Activision's cancelled Guitar Hero MMO looked like  
by Alex Wawro [04.15.16]
A video published today by an Unseen 64 contributor purports to show footage of a cancelled browser-based MMORPG, Hero World, that would have linked into Activision's Guitar Hero and DJ Hero games.
Social/Online, Business/Marketing, Video

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016, Psyonix design director Corey Davis stepped up to the stage to share examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault

Video: A brief history of PlayStation, from one-time frontman Phil Harrison  
by Staff [04.14.16]
Phil Harrison's microtalk on the history & impact of the original Sony PlayStation, a segment of the very special "Flash Backward" presentation at GDC 2016, is peppered with interesting insights.
Console/PC, Production, Business/Marketing, Video, Vault

Video: The psychology of doing VR game design right  
by Staff [04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR, Art, Audio, Design, Video, Vault

Making a battle royale for players and viewers alike in The Culling 4
by Joel Couture [04.13.16]
"Games have always been watchable--not just playable--entertainment," says Josh Van Veld of Xaviant Games. "Twitch and YouTube capture that same vibe of sleepovers with friends, up late playing video games."
Console/PC, Indie, Design, Video

How 1979 Revolution: Black Friday drops players into a real crisis 3
by Bryan Lufkin [04.11.16]
Navid Khonsari was a child in Tehran during the Iranian revolution. Now, he's turned that tumultuous chapter in history into a game that puts players in the midst of the chaos, rivalries, and bloodshed.
Console/PC, Indie, Design, History, Video

The making of Wadjet Eye's dystopian adventure Shardlight  
by Tim W. [04.08.16]
Francisco Gonzalez and Ben Chandler discuss their point-and-click adventure, which is set in a bleak future that is plagued by a deadly disease.
Indie, Design, Video

How Hyper Light Drifter balances difficulty with fairness 11
by Bryant Francis [04.08.16]
“There are certain things we can't tell you or just don't want to tell you," says lead designer Alex Preston. "We want to show you, and we want to make you learn, so you can feel accomplished.” 
Console/PC, Indie, Design, Video

Video: Finding inspiration in the lost game designs of the TRS-80 3
by Staff [04.07.16]
At GDC 2012, developer Jim McGinley showcases some classic TRS-80 games with remarkable mechanics that are often overlooked in the annals of game industry history.
Console/PC, Design, Video, Vault

What Square Enix Collective looks for in indie games it assists 2
by Joel Couture [04.07.16]
Phil Elliot of Square Enix Collective (SEC) describes how the project aims to help indie game makers with promotion, crowdfunding, and even publishing. He also outlines what SEC is looking for in a pitch.
Console/PC, Indie, Business/Marketing, Video

Video: The things you learn from playtesting Skylanders with kids  
by Staff [04.06.16]
At GDC 2014, Activision Blizzard's Gareth Griffiths outlines how his team ran successful playtests with children, and techniques the Skylanders team developed to collect and make sense of the data.
Console/PC, Smartphone/Tablet, Production, Video, Vault

How Paradox plunders history for great gameplay mechanics 6
by Chris Baker [04.06.16]
Chris King, a game designer at Paradox Development Studio, says the key to making strategy games like Europa Universalis and Crusader Kings is knowing how much history to include...and leave out.
Console/PC, Indie, Design, History, Video, GDC

Quebec indies form cooperative -- with 75 studios so far 1
by Christian Nutt [04.05.16]
Developers in Quebec have formed La Guilde des développeurs de jeux vidéo indépendants du Québec, an independent game development cooperative -- representing 75 independent studios in the region.

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Vive has arrived: Let's take a closer look at room-scale VR in the wild 15
by Kris Graft [04.05.16]
Gamasutra editor-in-chief Kris Graft spent some time with the consumer version of the SteamVR-powered HTC Vive. Don't mount your positional trackers the same way he did.
VR, Design, Business/Marketing, Video

Need to make a great trailer for your VR game? Consider a green screen  
by Alex Wawro [04.04.16]
The folks at Northway Games and Radial Games put out a hype video for their VR game Fantastic Contraption that exemplifies how you can use green screen wizardry to make a great VR game trailer.
VR, Design, Video

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015, Sony Santa Monica's David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of the idiosyncratic game Hohokum with its developers.
Console/PC, Indie, Audio, Design, Production, Video

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

Mable & The Wood: Expanding a prototype & wrestling with difficulty  
by Lena LeRay [03.31.16]
Andrew Stewart of Triplevision Games talked to us about how Mable & The Wood has changed since that initial Ludum Dare prototype.
Indie, Design, Video