Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2018
arrowPress Releases






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


Updates » Deep Dive
Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Dynamic detection in Shadow Tactics 4
by Moritz Wagner [02.13.17]
"We analyzed how Viewcones were used in the old games and decided on where we wanted to improve it. This also lead us to re-thinking some aspects of player detection in the genre."
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Game Design Deep Dive: Constant VR movement in Eagle Flight  
by Olivier Palmieri [02.06.17]
"We found out that the TILT control was very natural to actual plane pilots who played Eagle Flight, as it's a natural way to control a plane in real life too." - Olivier Palmieri, Game Director at Ubisoft Montreal
VR, Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Dynamic audio in destructible levels in Rainbow Six: Siege 5
by Louis Philippe Dion [01.18.17]
"By using a series of strategically placed points in the map, called Propagation Nodes, we are able to calculate the lower cost paths of a sound between the listener and the source." - Louis Philippe Dion, Audio Director on Rainbow Six: Siege
Console/PC, Programming, Design, Deep Dive

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design, Video, Deep Dive

Game Design Deep Dive: Using vision as cursor in Tethered 1
by Ian Moran [01.03.17]
"VR offers new ways of interacting that allow us to get much closer to that mouse and pointer functionality by turning your face into a mouse pointer," says Ian Moran, technical director of Tethered.
VR, Console/PC, Indie, Programming, Design, Deep Dive

Game Design Deep Dive: Rethinking adventure games to create empathy 6
by Chris Kerr [12.22.16]
We set out to create an adventure game that had the soul of a '90s LucasArts title but felt a more contemporary. So, we ended up making a point and click, just without the pointing and clicking.
Console/PC, Design, Video, Deep Dive

Game Design Deep Dive: Controlling two things at once in Soft Body 9
by Zeke Virant [12.05.16]
"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body
Console/PC, Indie, Design, Video, Deep Dive

Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [11.28.16]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art, Video, Deep Dive

Game Design Deep Dive: Forza Horizon 3's online co-op multiplayer 2
by Grant Orban [11.16.16]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: The folktale structure of Burly Men at Sea 2
by Brooke Condolora [11.14.16]
"Of the many elements that helped establish what we describe as a “folktale adventure,” three contributed most to our design: length, tone, and moral." - Brooke Condolora, co-founder of Brain&Brain
Smartphone/Tablet, Indie, Video, Deep Dive

Game Design Deep Dive: Bringing the FPS to VR in Space Pirate Trainer  
by Dirk Van Welden [11.04.16]
"Best practices and established mechanics were useless or sometimes actively misleading, so we had to search for an optimal way to transfer the FPS experience into VR." -Dirk Van Welden, project lead on Space Pirate Trainer
VR, Indie, Programming, Design, Deep Dive

Game Design Deep Dive: Turning Bloodline Champions into Battlerite 1
by Peter Ilves [10.27.16]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Deep Dive

Game Design Deep Dive: Making debugging into a mechanic in Beglitched 1
by AP Thompson [10.14.16]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design, Video, Deep Dive

Game Design Deep Dive: How dark themes and bright art collide in Severed  
by Augusto Quijano [10.10.16]
"We didn't want to dilute the gravity of the situation Sasha is dealing with, but our aim was to portray the weight of the situation, not the gore of it," says Augusto Quijano, concept lead on Severed
Smartphone/Tablet, Art, Design, Video, Deep Dive

Audio Design Deep Dive: Using a human skull to create the sounds of Inside 8
by Martin Stig Andersen [10.06.16]
The composer & sound designer on Playdead's Inside takes us on a deep dive into why and how he used a human skull to create the unique aural soundscape of this atmospheric puzzle game.
Console/PC, Indie, Audio, Deep Dive

Game Design Deep Dive: Realistic chat in Mr. Robot:1.51exfiltrati0n 3
by Adam Hines & Kevin Riach [09.20.16]
Adam Hines, co-founder of Night School Studio and game director, and Kevin Riach, game designer/producer, talk about creating the free-flowing real time text conversations in Mr. Robot:1.51exfiltrati0n
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Relaying asymmetric info in Eon Altar 1
by Joey Wiggs [09.07.16]
Designing a game around a single screen can be hard enough--what about multiple screens in local space? This mobile/PC hybrid tries to do just that, using players' phones or tablets as controllers.
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Building truly cooperative play in Overcooked 6
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Color as identity in Push Me Pull You 8
by Michael McMaster, Jacob Strasser [08.12.16]
"In a frantic local-multiplayer game, readability is hugely important. In our case, where there are two teams of two players on-screen at all time, it can be tricky to keep track of your character."
Indie, Art, Design, Video, Deep Dive