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February 21, 2018
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Updates » Deep Dive
Game Design Deep Dive: Creating comfortable UI for VR strategy in Skyworld 2
by Paul van der Meer [01.31.18]
"Although there is a strong urge to use as many real-life interactions as possible, this gets physically tiresome quickly. Make sure you require the least amount of strain to play." - Paul van der Meer, VR game designer at Vertigo Games,
VR, Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells 3
by Thomas Vasseur [01.25.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake," writes Dead Cells artist Thomas Vasseur.
Console/PC, Indie, Art, Production, Video, Deep Dive

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
VR, Console/PC, Indie, Design, Production, Deep Dive

Game Design Deep Dive: Bringing Arizona Sunshine to the PSVR Aim 1
by Trevor Blom [01.04.18]
Trevor Blom, technical lead at Vertigo Games details the development challenges of introducing an entire campaign mode focused around the PlayStation VR Aim controller for Arizona Sunshine.
VR, Console/PC, Indie, Programming, Design, Video, Deep Dive

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget  
by Shawn Patton [01.01.18]
"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?"
VR, Console/PC, Indie, Design, Production, Business/Marketing, Video, Deep Dive

Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the player’s skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Game Design Deep Dive: Maintaining tension in Nex Machina  
by Henri Mustonen [09.22.17]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Game Design Deep Dive: Mixing VR and non-VR in Lola and the Giant 1
by Matt Duff [09.19.17]
"VR, especially mobile VR, can be an isolating experience. We decided to try and create some way that the adventure could be enjoyed by both the player using the VR device and by everyone else in the room."
VR, Smartphone/Tablet, Design, Video, Deep Dive

Game Design Deep Dive: The asymmetric multiplayer of Rising Storm 2: Vietnam 2
by Jack Hackett [09.13.17]
"Whilst the first game had been asymmetric in the tools given to each soldier, Rising Storm 2’s asymmetry was tactical and strategic, reflecting the differences in how each army fought the war."
Console/PC, Indie, Art, Design, Production, Video, Deep Dive

Game Design Deep Dive: Making Spartaga, a VR twin-stick shooter 1
by Russ McMackin [08.31.17]
"Spartaga set out to translate the staples of the twin-stick/bullet hell shooter genre into VR. Here's the 3 goals that we set at the beginning on how we'd do it, and how they went."
VR, Design, Video, Deep Dive

Game Design Deep Dive: How Spy Fight uses hidden rarity to keep things balanced 1
by Charlie Silver [08.28.17]
Cards for Gamers lead designer Charlie Silver explores how the studio created a tuning system designed to keep games fast-paced without sacrificing balance or strategic play.
Design, Deep Dive

Game Design Deep Dive: Creating a new language for Planet Coaster  
by James Stant [07.13.17]
"When guests are happy, their language can sound smooth and spritely, yet as they become unhappy, their lexicon is characterised by heavier and harsher staccato sounds." - James Stant, Senior Audio Designer at Frontier Developments
Console/PC, Indie, Audio, Deep Dive

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jesse McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Game Design Deep Dive: Creating the striking pixel art of Crawl 4
by Barney Cumming [06.15.17]
"Seeing such modern high-fidelity animation applied to such low-resolution art was a pretty bold look to my eye, and not one I’d seen anywhere else."- Barney Cumming, artist on Powerhoof's Crawl
Console/PC, Indie, Art, Design, Video, Deep Dive

Game Design Deep Dive: Creating tension in Card Thief 4
by Arnold Rauers [05.25.17]
"In order to create what I think is most important in a stealth or heist game, I designed several game systems that all feed into the idea of creating a high tension experience."
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Creating a one-touch platformer in ZIP ZAP 2
by Philipp Stollenmayer [05.08.17]
"I began to strip everything away that could lead to a problem, and ended up with the bare movement of the muscles" - Philipp Stollenmayer, creator of ZIP ZAP.
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Tech Deep Dive: Reworking the Unreal Engine for racing 1
by Ivan Del Duca and Stefano Lecchi [05.01.17]
Milestone duo Ivan Del Duca and Stefano Lecchi discuss how the racing specialist transitioned from its in-house game engine to Unreal, breaking down the technical tweaks implemented along the way
Console/PC, Programming, Design, Deep Dive

Game Design Deep Dive: VR cockpit audio in Gunjack 2: End of Shift 1
by Alex Riviere [04.13.17]
"A great deal of realistic audio is incorporated in the player�s cockpit; various alarms, diverse weapon sounds, dialogues, cockpit physical audio representation, and enemy fire impacts on the turret."
VR, Smartphone/Tablet, Audio, Design, Video, Deep Dive

Game Design Deep Dive: Watch Dogs 2's Invasion of Privacy missions 1
by Christopher Dragert [04.03.17]
"IOP missions let players hack cameras, computers, and electronics. NPCs react in a way that expresses a narrative. Our aim was to deliver these missions fully motion captured, with seamless branching."
Console/PC, Programming, Design, Production, Deep Dive