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December 5, 2016
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Updates » Video
Gamasutra plays Dishonored 2 with co-creative director Harvey Smith  
by Bryant Francis [11.18.16]
Dishonored 2 co-creator Harvey Smith weighs in on what to do with a drunken whaler whilst navigating the labyrinthine confines of the Clockwork Mansion.
Console/PC, Design, Video

Video: How Telltale adapted Fables into The Wolf Among Us  
by Staff [11.17.16]
At GDC Europe 2014, Telltale's Chris Schroyer explains how the studio does its trademark game design work by showing how it made The Wolf Among Us based on the 'Fables' graphic novels.
Console/PC, Design, Video, Vault

Chat with Dishonored 2 creative director Harvey Smith today at 11AM EST  
by Bryant Francis [11.17.16]
We're going to stream Dishonored 2's Clockwork Mansion with the man who helped design it! Come ask questions and learn about the making of the Dishonored series.
Console/PC, Design, Video

Zachtronics' Shenzhen I/O is a game for people who code games 6
by Alex Wawro [11.17.16]
“This is sort of a solution to the discoverability problem, right?" Zach Barth said of his new puzzle game Shenzhen I/O. "To make something that is really unique and that you have an audience for."
Indie, Programming, Design, Video

How does Dishonored 2 make failing interesting?  
by Bryant Francis [11.16.16]
If you fail to kill a drunken whaler, you at least may be able to lure him and his friends into an improvised-yet-satisfying trap.
Console/PC, Design, Video

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault

Watch Gamasutra play Dishonored 2 today at 3PM EST  
by Bryant Francis [11.16.16]
We're going to finally answer the question---what DO you do with a drunken whaler?
Console/PC, Design, Video

Game Design Deep Dive: Forza Horizon 3's online co-op multiplayer 1
by Grant Orban [11.16.16]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Programming, Design, Video, Deep Dive

Mike Bithell draws on childhood memories to make accessible game mechanics  
by Alex Wawro [11.15.16]
"That little activity would keep kid-Mike occupied for hours," recalls indie game dev Mike Bithell. "When I was trying to think of accessible family game mechanics, I remembered that."
Smartphone/Tablet, Indie, Business/Marketing, Video

Chinese studio Veewo explores original IPs with Super Phantom Cat  
by Lena LeRay [11.15.16]
"We see branding as one of the major challenges behind mobile game development, so going into a new genre with a brand-new IP was quite risky," says Jason Yeung, CEO of Veewo.
Console/PC, Indie, Video

Fine-tuning the balance of sandbox and RPG in Dragon Quest Builders 1
by Alan Bradley [11.15.16]
"Our team found the building and survival elements in the sandbox genre to be really fun, but that type of game often lacks overall objectives, and some players aren’t sure what they should be doing.”
Console/PC, Design, Video

How speedrunners are unlocking the secret lore of Owlboy  
by Alissa McAloon [11.14.16]
Owlboy's creators say there's enough cut content hidden in the game's code to fill an entire sequel, and speedrunners are searching for ways to use that to their advantage.
Console/PC, Indie, Programming, Video

Game Design Deep Dive: The folktale structure of Burly Men at Sea 2
by Brooke Condolora [11.14.16]
"Of the many elements that helped establish what we describe as a “folktale adventure,” three contributed most to our design: length, tone, and moral." - Brooke Condolora, co-founder of Brain&Brain
Smartphone/Tablet, Indie, Video, Deep Dive

Surviving the nine-year development of Owlboy  
by Bryant Francis [11.11.16]
We talked to the team at D-Pad Studio to learn about how they grappled with the emotional and technical challenges of finishing Owlboy.
Console/PC, Programming, Art, Design, Video

Video: Devs share some of the simplest AI tricks in the book  
by Staff [11.11.16]
In a brisk GDC 2015 panel, a handful of AI expertsfrom Insomniac, Maxis and more shared some of their favorite simple tricks for creating better game AI.
Console/PC, Indie, Programming, Design, Video

Chat with the developers of Owlboy today at 3PM EST  
by Bryant Francis [11.11.16]
We could all use some good vibes this week. So let's talk about the heartwarming Owlboy and how its creators finished the game after 9 years.
Console/PC, Design, Video

HTC's $220 Vive add-on makes wireless VR a reality 2
by Chris Kerr [11.11.16]
The attachment will cost $220 when it's made available for pre-order later today, and will remove the need for a wired connection between headsets and their host PCs. 
VR, Business/Marketing, Video

A close analysis of Titanfall 2's level Effect and Cause 4
by Bryant Francis [11.10.16]
The Gamasutra team sits down to do a game design analysis of Titanfall 2's most fascinating level, Effect and Cause
Console/PC, Design, Video

Come play Titanfall 2's most interesting level with us at 3PM EST 1
by Bryant Francis [11.10.16]
It’s been a couple of weeks since Titanfall 2 launched, but game developers and writers have been constantly talking about how surprisingly strong and artfully designed its single-player campaign is. 
Console/PC, Design, Video

Filling Luna's touchable VR gameworld with 'juicy' feedback  
by Lena LeRay [11.10.16]
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
VR, Console/PC, Indie, Art, Design, Production, Video