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October 21, 2017
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Updates » Design
The developer of A Mortician's Tale talks death-positive game design  
by Bryant Francis [10.20.17]
See why one game developer decided to stare death in the face when making A Mortician's Tale.
Console/PC, Design, Video

Oculus SDK gains 8 new, experimental modes of VR locomotion  
by Alex Wawro [10.20.17]
Oculus' recent blog highlighting the new movement methods makes for intriguing reading, especially if you're a VR dev grappling with the problem of how to get people moving without making them sick.
VR, Design

Twitch taps Dustforce dev to make a game played inside Twitch  
by Alex Wawro [10.20.17]
It's an interesting example of what a game dev can do with Twitch's new Extensions toolset, which allows streamers to embed interactive elements into their broadcasts.
Social/Online, Design, Business/Marketing

Chat with the developer of A Mortician's Tale at 3PM EDT  
by Bryant Francis [10.20.17]
We're talking to the developer of the death-positive funeral home simulator A Mortician's Tale at 3PM EDT.
Console/PC, Design, Video

Blog: Can Capcom's Puzzle Fighter deliver a knock out? 2
by Gamasutra Community [10.20.17]
Renowned Japanese developer Capcom has brought back it's 90's classic Puzzle Fighter game to mobile, but how does it stack up?
Design, Business/Marketing

Developer interview: The one-man studio behind Jettomero  
by John Harris [10.20.17]
Gamasutra did a livestream chat with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe. Here are some highlights from the conversation.
Console/PC, Indie, Art, Design, Business/Marketing, Video

Video: Avoiding 3 common pitfalls of AI development  
by Staff [10.19.17]
At GDC 2016, Insomniac's Jan Mueller gives a great talk on the topic that used examples from Sunset Overdrive and other games to challenge 3 common misconceptions about AI in games.
Console/PC, Programming, Design, Video, Vault

Blog: Creating full motion video for Full Throttle Remastered - Part 1  
by Gamasutra Community [10.19.17]
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
Design, Production

Blog: How EVE Online changed the design of citizen science games  
by Gamasutra Community [10.18.17]
I asked developers and scientists how they go about designing citizen science games. The conversation revealed some issues that the game industry could help solve.
Design

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32st edition of GDC, the world's largest and longest-running event for game developers, and you can register right now by visiting the official GDC 2018 website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Working with generic room-based matchmaking  
by Gamasutra Community [10.18.17]
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work, and discuss the pros and cons of using those systems.
Design

Blog: How do video game tutorials teach us?  
by Gamasutra Community [10.18.17]
The following is a condensed form of my master's project, which investigates early video game levels and tutorials to try and identify how to teach effectively.
Design

Building a need for sleep into survival game Distrust  
by Joel Couture [10.18.17]
In the survival game Distrust, which was inspired by the 1982 film The Thing, players must stay warm and well-rested. Staying awake too long causes madness, but sleep makes a monster draw ever closer.
Console/PC, Indie, Design, Video

Don't Miss: Pay-To-Flay: Examining microtransactions in a $60 game 36
by Alex Wawro [10.17.17]
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing

Video: A game designer's overview of the neuroscience of VR  
by Staff [10.17.17]
At GDC 2017, game dev vet Noah Falstein offers an overview for VR game designers of the basic neuroscience of immersion, motion, and emotion -- along with practical tips on making better VR/AR games.
VR, Console/PC, Design, Video, Vault

Audio blog: What do historians make of Assassin's Creed: Origins?  
by Gamasutra Community [10.17.17]
Historian Bob Whitaker talks with Maxime Durand, Ubisoft's resident historian, about Assassin's Creed: Origins. Topics include historical research, Ancient Egypt, and using games for education.
Design

Design Interview: Crafting Gonner's modular abilities  
by Alex Wiltshire [10.17.17]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design, Video

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Don't Miss: The evolution of Amnesia's sanity meter 18
by Gamasutra Community [10.16.17]
"Sometimes, making something game-y just destroys the feeling that you're after." Frictional Games' Thomas Grip shares the origins and evolution of Amnesia's world-distorting sanity meter.
Console/PC, Indie, Design

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talk that would be a good fit for one of the many Tutorials (from board game design day to the level design workshop) at GDC 2018, organizers want to hear it!
Console/PC, Indie, Design, Production, GDC