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December 8, 2016
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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

Video: 5 things that can make or break indie game PR 2
by Staff [11.09.16]
“Just making a good game is just not good enough anymore." PR executive Thomas Reisenegger shares his insight on the different factors that can make or break an indie game's marketing campaign at GDC 2016.
Indie, Business/Marketing, Video

The challenges of porting XCOM 2 to consoles 3
by Alan Bradley [11.08.16]
"It was like trying to recreate a very complex painting in a completely different medium,” says lead producer Garth DeAngelis
Console/PC, Design, Video

What was it like seeing your work in VR for the first time?  
by Bryant Francis [11.07.16]
Two VR developers open up about the emotional impact of making games for VR, and what it's like to strap in to a headset and touch something you created in a digital world.
VR, Design, Video

What's the human element of designing for VR?  
by Bryant Francis [11.04.16]
We talked with virtual reality designers Robin Hunicke and Ben Vance about considering the human element in designing for VR
VR, Design, Video, VRDC

Come talk VR development with Robin Hunicke and Ben Vance today at 3PM EST  
by Staff [11.04.16]
We'll be streaming VR gameplay and talking about the future of VR today at 3PM EST!
VR, Design, Video

Video: How (and why) to create discomfort through game design  
by Staff [11.03.16]
At GDC 2016, independent designer Dietrich Squinkifer took the stage to share techniques you can use to create a more varied emotional palette in play experiences, in video games or otherwise.
Console/PC, Indie, Design, Video, Vault

Prioritizing features for Early Access release in Osiris: New Dawn  
by Phil Hornshaw [11.03.16]
Osiris is a case study in developer focus. Brian McRae of Fenix Fire talks us through how the two-man dev team decided which features to prioritize to make a strong impression in Early Access.

'Less poking, more stroking' - Hunicke's nuanced ideas on VR interactivity 1
by Kris Graft [11.02.16]
For Robin Hunicke, CEO and designer for San Francisco-based game studio Funomena, paying attention to what your physical body is doing in VR is of the utmost importance.
VR, Video, VRDC

Getting the mixture of genres just right in Halcyon 6 1
by Alan Bradley [11.02.16]
"Mashing together XCOM-like base building and JRPG-style combat into a cohesive design was much harder than anticipated ... and we anticipated it would be quite hard.”
Console/PC, Indie, Design, Production, Video

Q&A: Why did Riot decide to make a tabletop game? 3
by Bryant Francis [11.01.16]
We talk to Chris Cantrell, producer of the tabletop game Mechs and Minions, about why Riot Games ventured into physical games after their enormous success with League of Legends.
Console/PC, Design, Video

Can you identify a specific designer's work by playing their game? 1
by Bryant Francis [10.31.16]
Can you identify a specific designer's work just by playing through a game they worked on? See why one game programmer who worked on Skyrim thinks so.
Console/PC, Design, Video

The strange and inspiring origins of Psyonix's Rocket League 2
by Alissa McAloon [10.31.16]
Psyonix built Rocket League from over a decade's worth of inspiration and hard work. Find out about the different experiences that led the team to make a game about rocket powered cars playing soccer.
Console/PC, Indie, Design, Production, Video

What was it like programming Skyrim? 1
by Bryant Francis [10.28.16]
Programming's not always just about trying to keep the frame rate from chugging. As lead Skyrim systems programmer Brett Douville explains, it's about relationships and self-care too.
Console/PC, Programming, Video

Return to Skyrim with lead programmer Brett Douville today at 3PM EST  
by Bryant Francis [10.28.16]
Gamasutra is jumping back into Skyrim this time with former Bethesda Studios lead programmer Brett Douville. Come join our stream today at 3PM EST and ask questions about the game!
Console/PC, Programming, Video