Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 19, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Alt.Ctrl.GDC Showcase: Martín Sebastián Wain's Doggy Tug of War  
by Joel Couture [02.14.17]
Martin Sebastian Wain's game simulates simulates playing tug of war with a playful dog. It uses a string, a modified broken printer, and a video of a dog to recreate the experience.
Indie, Programming, Design, Production, Video

Blog: A narrative designer's approach to NPCs 7
by Gamasutra Community [02.14.17]
Guild Wars 2 narrative designer Angel McCoy talks about non-player characters, and how they can help drive the story you're telling.
Design

Bob Bates' Thaumistry is an experiment in reviving text-based games 2
by Christopher Priestman [02.14.17]
After 3 decades in the industry, Bob Bates explains why he thinks the time is right for Thaumistry his return to text-based interactive fiction. [HINT: vastly improved parsers are part of it.]
Console/PC, Smartphone/Tablet, Indie, Design, History

The ups and downs of Ron Gilbert's journey to make Thimbleweed Park sans publisher  
by Alex Wawro [02.13.17]
"Even with 30 years of experience, I still got caught with stuff on this game," Gilbert told Waypoint recently, speaking to the good and bad bits of making Thimbleweed Park without a publisher.
Console/PC, Indie, Business/Marketing

Video: Disney Imagineering's approach to interactive environmental storytelling  
by Staff [02.13.17]
At GDC Next 2013, Disney Imagineering's Jonathan Ackley and Chris Purvis took the stage to break down how the lessons they've learned about theme park game design can inform video game design.
Smartphone/Tablet, Design, Video, Vault

Blog: Procedural level generation in Unity, part 2  
by Gamasutra Community [02.13.17]
For M.E.R.C. we relied on procedural level generation to add more content and randomness to our game. Here's how we built our procedural level system in Unity.
Programming, Design, Production

Get a job: Hangar 13 is hiring a Technical Designer  
by Staff [02.13.17]
The design team at Hangar 13 is seeking a skilled and experienced Technical Designer to help define tools and practices that will allow them to create the best gameplay experiences possible.
Console/PC, Design, Recruitment

Don't Miss: Creating an adaptive narrative in Reigns 4
by Staff [02.13.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says François Alliot, creator of Reigns.
Smartphone/Tablet, Design

Humble matching up to $300k of sales for bundle benefiting ACLU 1
by Alissa McAloon [02.13.17]
Beyond just donating 100 percent of this latest bundle’s sales to charity, Humble Bundle has announced that the company will match and donate up to $300k to support the ACLU, the IRC, and MSF.
Console/PC, Smartphone/Tablet, Indie

Valve explains why we'll never see the full history of Half-Life's development  
by Alex Wawro [02.13.17]
According to Valve's Gabe Newell and Erik Johnson, the company can't actually fully reconstruct the development process for its influential 1998 game Half-Life.
Console/PC, Design, Production

Report: Fans set to revive BattleForge with EA's blessing  
by Alissa McAloon [02.13.17]
The fan community for the discontinued game BattleForge has reportedly received the green light from EA to release an unofficial, fan revival of the free-to-play RTS.
Console/PC, Indie

Learn from Amazon and Khronos Group experts at GDC 2017  
by Staff [02.13.17]
Head's up! GDC organizers are happily highlighting more day-long sponsored developer days from Amazon and the Khronos Group that afford GDC attendees opportunities to learn from experts.
Console/PC, GDC

Blog: The quest for the first FDA-approved video game  
by Gamasutra Community [02.13.17]
An excerpt from the book 'Power Play: How Video Games Can Save the World' by Asi Burak and Laura Parker.
Design

Rebellion wants devs to pitch games based on its 2000 AD roster  
by Chris Kerr [02.13.17]
Sniper Elite 4 developer Rebellion is keen to license out its roster of 2000 AD characters, such as Judge Dredd and Rogue Trooper, to other studios. 
Console/PC, Production, Business/Marketing

Blog: 7 tips for budding narrative designers 6
by Gamasutra Community [02.13.17]
Veteran narrative designer Angel McCoy, whose credits include Guild Wars 2, gives a few tips to new and future writers on how to build a strong skill foundation before the interviews begin.
Art, Design

Alt.Ctrl.GDC Showcase: Objects in Space  
by Joel Couture [02.13.17]
"It’s a bit like we’ve built a mock-up of the consoles from a real space capsule, but instead of mimicking a real one, we built it based on a fake retro sci-fi aesthetic of our own design."
Console/PC, Indie, Programming, Design, Production, Video

Obsidian steps back from Armored Warfare as My.com takes charge  
by Chris Kerr [02.13.17]
Fallout: New Vegas developer Obsidian is no longer working on Armored Warfare, having handed total control of the game over to publisher My.com.
Business/Marketing

Blog: Player motivation in story-driven games 3
by Gamasutra Community [02.13.17]
This article concerns the dramatic value of player-character motivation in story-driven games, and illustrates techniques for adding a second narrative layer to game objectives.
Art, Design, Business/Marketing

The Legend of Zelda: Breath of the Wild devs are speaking at GDC 2017!  
by Staff [02.13.17]
Some of Nintendo's top developers are coming to GDC 2017 to talk about one of the company's most exciting projects: the upcoming Switch game The Legend of Zelda: Breath of the Wild!
Console/PC, Design, GDC

Road to the IGF: Misfits Attic's Duskers  
by Joel Couture [02.13.17]
In Duskers, players scrounge for scrap parts, combing through derelict freighters in the cold void of space. They are forced to send drones to do the dirty work, issuing orders through command lines.
Console/PC, Indie, Art, Design, Video, IGF