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October 9, 2015
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October 9, 2015
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Updates » Video
Video: A view from the White House on games as more than entertainment  
by Staff [09.08.15]
Game industry veteran and former White House advisor Mark DeLoura speaks at GDC 2015 about how games can and are being used to improve the state of education, healthcare and scientific research.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video

How Miyamoto built Super Mario Bros.' legendary World 1-1 3
by Chris Kerr [09.08.15]
In a recent interview with Eurogamer, Nintendo's Shigeru Miyamoto spoke at length about the creation of Super Mario Bros.' iconic World 1-1.
Console/PC, Design, Production, Video

Video: Postmortem reflections on the success of Cities: Skylines 4
by Staff [09.04.15]
At GDC Europe 2015, Colossal Order's Karoliina Korppoo ran down how the studio designed the game to be a latter-day SimCity, explaining how it was possible with a small team and limited resources.
Console/PC, Indie, Design, Video, Vault

Fran Bow and the appeal of the ambiguous ending  
by Joel Couture [09.04.15]
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Console/PC, Indie, Design, Video

Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Now you can take apart Epic's UE4 VR tech demo to see how it works  
by Alex Wawro [09.02.15]
Heads up, UE4 devs: Epic has made the "Showdown" UE4 tech demo it brought to Oculus Connect last year freely available to download and deconstruct.
Console/PC, Design, Video

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video

Video: How to minimize simulation sickness in your VR games  
by Staff [09.01.15]
Don't make your players sick! At GDC Europe, researcher Ben-Lewis Evans shares design guidelines VR and non-VR developers can follow to reduce the risk of simulation sickness from their games.
Video, Vault

Video: Crafting procedurally-generated levels for Shattered Planet  
by Staff [08.31.15]
Tanya Short of Kitfox Games shares some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
Console/PC, Indie, Design, Video, Vault

Video: Concocting The Witcher 3's dynamic crafting-based economy  
by Staff [08.28.15]
CDPR's Matthew Steinke speaks at GDC Europe 2015 about how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Console/PC, Indie, Programming, Design, Video, Vault

Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS  
by Staff [08.27.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Business/Marketing, Video, Vault

Video: Understanding why your game 'feels' bad (and how to fix it) 7
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Tips on making believable VR games from a Project Morpheus dev 1
by Staff [08.24.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Design, Video, Vault

Video: Why you shouldn't rely on emergent behavior in your game AI 6
by Staff [08.21.15]
At GDC 2013, video game AI designer Ben Sunshine-Hill makes a case for why, in game development, prioritizing emergent behavior in AI design means you are not doing your job.
Console/PC, Programming, Video, Vault

Video: Valuable design lessons you can learn from board games 3
by Staff [08.20.15]
Game designer Soren Johnson (Offworld Trading Company, Civilization IV) speaks at GDC 2014 about how (and why) board games should matter to video game developers.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Understanding the appeal of eSports through Smash  
by Christian Nutt [08.19.15]
In a new video, Innuendo Studios dev Ian Danskin tells the story of how he went from a casual watcher of one Street Fighter match to a Smash Bros. obsessive.
Console/PC, Business/Marketing, Video

Video: How graphics worked on the NES, C64 and other '80s tech 6
by Alex Wawro [08.19.15]
Tech enthusiast David Murray deconstructs how game developers in the '80s managed to create striking multi-colored graphics within the harsh (by modern standards) contraints of systems like the NES.
Console/PC, Art, Video

Video: Narrative lessons from Road Not Taken  
by Christian Nutt [08.18.15]
Spry Fox's Daniel Cook expounds on the narrative design of his "roguelike puzzle game about surviving life’s surprises," Road Not Taken.
Console/PC, Indie, Design, Video

Video: Creating hyper-adaptive game music on an indie budget  
by Staff [08.18.15]
Galak-Z composer C. Andrew Rohrmann speaks at GDC 2015 about how to craft multi-layered, adaptive musical elements for your game that react and blend to form unique arrangements in every play session.
Indie, Audio, Video, Vault

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video