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March 26, 2017
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PAX East Report: Games from around the world  
by Katherine Cross [03.21.17]
Here are three of the most intriguing non-American/non-Japanese games Gamasutra contributor Katherine Cross saw at PAX East.
Console/PC, Indie, Art, Design

Blog: Revisiting GDC 2015 - Monetization, retention, and design  
by Gamasutra Community [03.21.17]
Sometimes it's useful to revise the "wisdom of the past". The post contains list of GDC presentations that touch fields of monetization, retention and game design in genral.
Design, Business/Marketing

Nintendo seals victory in 3DS tech lawsuit  
by Chris Kerr [03.21.17]
Nintendo's legal battle against Tomita Technologies, which alleges the Japanese console maker had used its patented 3D display tech without permission, has been laid to rest for good.†
Console/PC, Business/Marketing

Blog: Building a simple procedurally-generated platformer 7
by Gamasutra Community [03.21.17]
An example of an algorithm we might use to procedurally generate simple "endless runner" levels.
Design, Production

Blog: An iterative approach to quest design 4
by Gamasutra Community [03.21.17]
Creating quests with branching narratives for open world games is no simple task. By applying a simple iterative method, you can save yourself from many problems later on in the process.
Design, Production

Clash Royale's card balancing guru leans less on metrics, more on design intuition 13
by Kris Graft [03.21.17]
"We tend to put stuff in that we tested to see how it feels. Then test it again, and so forth. Thatís one of the core benefits. Itís not like I take something I designed, like a unit, then hand it over." - Stefan Engblom of Supercell
Console/PC, Design

Dwarf Fortress dev: 'It's kind of funny, we never achieved our original goals'  
by Alex Wawro [03.20.17]
"This random side project suddenly becomes our fantasy game," Dwarf Fortress co-creator Tarn Adams told PC Gamer, reflecting on the game's development. "And it's been strange to adapt to that."
Console/PC, Indie, Design

Gamasutra examines the highs, lows of Mass Effect: Andromeda's early hours 1
by Bryant Francis [03.20.17]
Take a ride with the Gamasutra crew as we explore the depths of space in Mass Effect: Andromeda.
Console/PC, Production, Video

Nier: Automata devs lend their voices to the game's soundtrack  
by Alex Wawro [03.20.17]
Composer Keiichi Okabe shares a quick bit of interesting trivia: one of Automata's tracks includes a choir featuring a number of the game's devs, including game director Yoko Taro and Okabe himself.
Console/PC, Audio

What makes a great in-game loot box? Devs weigh in 2
by Alex Wawro [03.20.17]
"We wanted it to be this festive Christmas experience," Halo 5 dev Christopher Bloom tells Kotaku. "But you can't do it all the time or you lose the specialness."
Console/PC, Social/Online, Design, Business/Marketing

Don't Miss: Castlevania's Koji Igarashi on what makes a great Metroidvania 1
by Staff [03.20.17]
Castlevania: Symphony of the Night was released 20 years ago today, and to mark the occasion we highlight this timeless talk by game director Koji Igarashi on the evolution of the game's genre.
Console/PC, Design

Video: Full Throttle composer shares lessons to learn from 'classic' game music  
by Staff [03.20.17]
At GDC 2015, veteran game composer Peter McConnell (Monkey Island 2, Grim Fandango) took the stage to reflect on the lessons he'd learned from composing classic game soundtracks in the '90s.
Console/PC, Audio, Video, Vault

Get a job: thatgamecompany is hiring a Senior Gameplay Engineer  
by Staff [03.20.17]
Thatgamecompany is looking for a Senior Gameplay Engineer to work on creature behaviors, procedural animation, and more for its upcoming game in Santa Monica, California.
Indie, Programming, Recruitment

Blog: So you've made a game, now what? 1
by Gamasutra Community [03.20.17]
You've expended months energy making your game, and now your mind turns towards the world of publishing and marketing. Fear starts to crawl around your belly like a hungry chinchilla. What do you do?
Production, Business/Marketing

How Breath of the Wild solved The Legend of Zelda's situational item problem  
by Alissa McAloon [03.20.17]
Past Zelda games designed items as keys for situational locks, but the items in Breath of the Wild offer a kind of refreshing versatility not seen in the series before.
Console/PC, Design, Video

Star Citizen dev plans to drop DirectX support in favor of Vulkan 3
by Alissa McAloon [03.20.17]
Star Citizen developer Cloud Imperium Games is toying with the idea of dropping DirectX support from the game and instead solely supporting the OpenGL successor, Vulkan.
Console/PC, Programming

Uncharted 4 awarded top honor at 2017 SXSW Gaming Awards  
by Chris Kerr [03.20.17]
Uncharted 4: A Thief's End took home the coveted Game of the Year gong at this year's South by Southwest Gaming Awards.
Programming, Art, Audio, Design, Production

Updated: Come play Mass Effect: Andromeda with us at 3PM EDT 1
by Bryant Francis [03.20.17]
Learn more about how BioWare makes open-world games and how they're grappling with the technical challenges of Mass Effect Andromeda today at 3PM EDT.
Console/PC, Production

IBM and PlayFab will use machine learning to understand player behavior  
by Chris Kerr [03.20.17]
Computing giant IBM and backend service provider PlayFab have formed a joint initiative to give game developers deeper insights into player behavior.†
Smartphone/Tablet, Business/Marketing

Blog: Design Lessons from ALT.CTRL's Emotional Fugitive Detector  
by Gamasutra Community [03.20.17]
Have you ever wondered about how a unique alternative controller game gets designed? In this mini postmortem I go through how we designed our installation game, Emotional Fugitive Detector.
Design