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March 29, 2017
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Updates » Video
From DOS to Kickstarter: Maniac Mansion director Ron Gilbert retraces his steps  
by Chris Kerr [03.10.17]
In a new lunchtime video interview with Google, veteran designer Ron Gilbert sat down to retrace his path from the days of DOS software to the post-Kickstarter world of crowdfunding.
Console/PC, Programming, Design, Production, Video

How Blizzard embraced fantasy to create Overwatch's reality 1
by Alissa McAloon [03.09.17]
"I would rather have the Hollywood as it appears in the mind of the guy from Belgium or Sweeden than the Hollywood that exists in the real world," said Overwatch director Jeff Kaplan.
Console/PC, Art, Design, Video

Bringing 3D design principles to a 2D game, and the risks of giving advice 1
by Alissa McAloon [03.08.17]
"You don't get to pick who takes your advice when you're doing a talk," cautioned Lisa Brown in one of her three GDC talks. Brown discussed the themes of her talks on the GDC X One Life Left podcast.
Console/PC, Indie, Design, Video

Devs without programming knowledge soon could create dynamic AI  
by Alissa McAloon [03.07.17]
The GDC X OLL podcast crew spoke with Mitu Khandaker-Kokoris about the work she's doing to make artificial intelligence more accessible to game creators without programming expertise.
Design, Video, GDC

One Life Left x GDC podcast: blood, wine, and how to pitch a game  
by Staff [03.07.17]
It’s the last day for GDC X One Life Left presented by Gamasutra 2017 and we are all very sad, but luckily we have a sofa full of guests to cheer us up. 
Audio, Design, Podcast, Video, GDC

Building thousands of tiny interactions into Hidden Folks 1
by Chris Priestman [03.07.17]
"We were overwhelmed by this desire for everything to be interactive. It took us maybe a whole year to understand how we could shape the game in a way that that no longer was a problem."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Video

Video: Why shipping games kills indie studios (and how to avoid it)  
by Staff [03.06.17]
At GDC 2016, Danny Day of QCF Design (Desktop Dungeons) talked frankly about what indie teams shipping their first game should expect post-release, based on detailed surveys of indie game dev teams.
Indie, Production, Video, Vault

How writing better marginalized characters starts with including more  
by Alissa McAloon [03.06.17]
During GDC X One Life Left, Treachery in Beatdown City developer Shawn Alexander Allen discusses how increasing the quantity of marginalized characters in a game can also increase their quality.
Indie, Design, Video

Game Design Deep Dive: Decisions that matter in Orwell 2
by Daniel Marx [03.06.17]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Adding VR to Resident Evil 7 was 'like working on two games at once' 4
by Alan Bradley [03.03.17]
"VR compability was implemented well after we had started development," says lead VR engineer Kazuhiro Takahara. "'It feels like working on two games' was a common sentiment among the development staff."
VR, Console/PC, Art, Design, Video

One Life Left x GDC podcast: the cracks begin to show  
by Bryant Francis [03.02.17]
Another day, another podcast---the One Life Left and Gamasutra crews team up for another day of great interviews.
Console/PC, Design, Video, GDC

Watch day three of OLLxGDC at 4PM EST  
by Bryant Francis [03.02.17]
The awards are all over, but the party's just begun! Join us at 4PM EST for another thrilling hour-and-a-half of conversations about how games are made.
Console/PC, Design, Video

Becoming a Nintendo Switch indie dev will be tough early on 5
by Kris Graft [03.02.17]
Game developers who want to get their games on the soon-to-launch Nintendo Switch should be prepared for a strict submission process, at least here in the console�s early days.
Console/PC, Indie, Business/Marketing, Video, GDC

One Life Left x GDC podcast: an edible game?  
by Bryant Francis [03.01.17]
We unlock the secrets of EDIBLE GAMES and other ludocentric wonders on the second day of OLLxGDC.
Console/PC, Design, Video, GDC

Watch the second day of OLLxGDC today at 4PM EST  
by Bryant Francis [03.01.17]
It's another bright day in San Francisco, which means it's time for us to hide in a dark hallway and kidnap random guests to be interviewed by the One Life Left and Gamasutra teams, live on Twitch!
Console/PC, Design, Video, GDC

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

One Life Left x GDC podcast: carousels, cash and the coldest GDC ever  
by Bryant Francis [02.28.17]
The carnage has begun. We began our first day of live-streaming the OLLxGDC podcast live from the show floor in San Francisco.
Console/PC, Design, Video, GDC

Chat with great game developers during the OLL x GDC show at 4:30PM EST  
by Bryant Francis [02.28.17]
Get ready for a great day of game developer interviews as Gamasutra teams up with the One Life Left crew over on the Gamasutra Twitch channel at 4:30 p.m. EST.
Console/PC, Design, Video

Come relax with the Gamasutra crew as we play Overwatch today at 3PM EST  
by Bryant Francis [02.24.17]
The world could always use more game conferences. We take a break from prepping for GDC with a few rounds of Overwatch today at 3PM EST.
Console/PC, Design, Video

Devs can now mess around with Valve's free (beta) Steam Audio SDK 3
by Alex Wawro [02.23.17]
Valve debuts a beta a version of its new Steam Audio SDK that's freely available for devs and sports "physics-based sound propagation" capabilities that enable sound to bounce off in-game geometry.
Console/PC, Audio, Video