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February 17, 2019
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Watch System Era's Brendan Wilson break down the making of Astroneer  
by Bryant Francis [02.15.19]
System Era co-founder Brendan Wilson dropped by the GDC Twitch channel to discuss the making of Astroneer.
Design, Programming, Console/PC, Video

Don't Miss: Looking back at Metro: Last Light to explain how tricky 'immersion' can be 55
by Gamasutra Community [02.15.19]
Adrian Chmielarz (Bulletstorm) takes a tour through Metro: Last Light to expose a common way developers try to foster a sense of immersion -- and why they miss the mark.
Design, Console/PC

Chat with the devs behind Astroneer at 3PM ET  
by Bryant Francis [02.15.19]
The developers behind Astroneer are taking your design and development questions at 3PM ET.
Design, Console/PC, Video

Blog: Rendering process in Shadow Fight 3 1
by Gamasutra Community [02.15.19]
Here's an explanation of the rendering process and the materials we used for our character equipment in the mobile game Shadow Fight 3.
Design, Programming

Peek under the hood of Ubisoft's AI assistant for players at GDC 2019  
by Staff [02.15.19]
Ubisoft has designed its own AI-driven assistant specifically for video game players, and you can get a firsthand look at how it works when you come to GDC 2019 in San Francisco next month!
Design, Programming, Console/PC, GDC

Designing deeply unsettling 'hidden horror' with Layers of Fear dev Bloober Team 1
by John Harris [02.15.19]
Rafal Basaj, producer at Bloober Team, talked with us about Layers of Fear, and his studio's brand of personal, unsettling horror game design.
Design, Console/PC, Indie


Rendering process in Shadow Fight 3 1
by Roman Tersky [02.15.19]
In the following essay, the leading technical artist of Nekki’s Russian development partner Banzai Games, Roman Tersky, describes the rendering process and the materials used for the characters' equipment in the mobile game Shadow Fight 3.
Design, Production, Art, Smartphone/Tablet

Bioshock Infinite - Does it fit in with the others in the series?  
by Gaurav Singh Bisht [02.15.19]
Bioshock Infinite A game which was supposed to be the end of the Bioshock series, but does it really do justice to its predecessors?
Design, Console/PC

Kliuless #23: Company Strategy & Ownership Model  
by Kenneth Liu [02.14.19]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

Core, Focus & Power - A Game Design Methodology  
by Adrian Novell [02.13.19]
This essay introduces a methodology towards designing games that portray a very clear and tangible intent, that are elegant to play and enjoyable to develop.
Design, Production

What is CQ, and why should the Games Industry care?  
by Tina (Christine) Merry [02.13.19]
Cultural intelligence (CQ) is the ability to relate and work effectively across cultures. This blog post discusses how developing CQ can lead to designing and producing better video games.
Business/Marketing, Design, Production

So I played [SIP] - Prince of Persia 2008  
by Gaurav Singh Bisht [02.13.19]
I recently played Prince of Persia 2008 and here is what I think
Design, Console/PC, Serious


Monomi Park — San Mateo, California, United States
[02.15.19]
Senior Game Designer


Boston Dynamics — Waltham, Massachusetts, United States
[02.15.19]
Software Engineer


Deep Silver Volition — Champaign, Illinois, United States
[02.15.19]
Effects (VFX) Artist


The Behemoth — San Diego, California, United States
[02.14.19]
Marketing Coordinator
Marketing Coordinator

Sucker Punch Productions — Bellevue, Washington, United States
[02.13.19]
Environment Artist


Sucker Punch Productions — Bellevue, Washington, United States
[02.13.19]
Cinematic Animator


Within — Los Angeles, California, United States
[02.12.19]
Systems Designer


Giant Squid — Los Angeles, California, United States
[02.11.19]
TECHNICAL ARTIST


Digital Extremes — London, Ontario, Canada
[02.07.19]
Technical Designer


University of the Incarnate Word — San Antonio, Texas, United States
[02.07.19]
Assistant Professor or Instructor of Environmental & Hard Surface Modeling