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December 16, 2017
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Updates » Design
Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Indie, Design, Video, Vault

Don't Miss: Designing Star Wars: Knights of the Old Republic's combat system 1
by Staff [12.15.17]
This classic article initially appeared in the December 2003 issue of Game Developer magazine, and offers a fascinating look back at how BioWare designed combat for its standout Star Wars RPG.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2017: Between a rock and a 'Harada' place: The massive Tekken interview 2
by Staff [12.15.17]
Bandai Namco game director Katsuhiro Harada discusses how Tekken is always arcade first, how the series made preparations for input lag, and how to please competitive and casual players simultaneously.
Console/PC, Design

These are the games you'll play at GDC 2018's alt.ctrl.GDC showcase!  
by Staff [12.15.17]
Game Developers Conference 2018 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Console/PC, Indie, Design

Blog: Making Boss 101 and living our dreams 2
by Gamasutra Community [12.15.17]
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101, and the ups and downs of moving from big games to indie development.
Design, Production, Business/Marketing

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

Ubisoft tech UX director David Lightbown explores the history of Unreal Engine  
by Bryant Francis [12.14.17]
Ubisoft's David Lightbown joined us to analyze the history of Unreal Engine and explain what existing coding tools informed its development.
Console/PC, Design, Video

Best of 2017: 'Make me think, make me move': Doom's deceptively simple design 7
by Staff [12.14.17]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

The struggle to make sci-fi space colonies feel grounded in Aven Colony  
by Jack Yarwood [12.14.17]
Mothership's Paul Tozour opens up a bit about how, through specific design and writing choices, the studio tried to make its sci-fi space colony management sim feel human and grounded.
Console/PC, Indie, Design, Video

Blog: How I made a Game Boy game in 2017 2
by Gamasutra Community [12.14.17]
What does it take to release a new game cartridge for the Game Boy in 2017? Here's my experience, with a lot of details on the tools I used and the challenges I faced.
Programming, Design, Production

At GDC 2018, see how a diverse writers' room created the Life Is Strange prequel  
by Staff [12.14.17]
At GDC 2018 Deck Nine Games narrative director Zak Garriss will be delivering a talk on how the team adapted a TV writers' room approach to create Life Is Strange: Before the Storm.
Indie, Design, GDC

Blog: Animal Crossing: Pocket Camp - Can an old dog learn new tricks?
by Gamasutra Community [12.14.17]
Animal Crossing introduced appointment mechanics and short session gameplay to the mainstream over a decade ago. So what can the grandfather of simulation games teach us about game design?
Smartphone/Tablet, Design, Production

Best of 2017: The physics of trains in Assassin's Creed: Syndicate 7
by Gamasutra Community [12.13.17]
Ubisoft gameplay engineer Bartlomiej Waszak goes in-depth on the custom simulator that the studio created to model the physics of trains in Assassin's Creed Syndicate.
Console/PC, Programming, Design, Production

Opinion: How Robot House bridges divides with Rumu  
by Katherine Cross [12.13.17]
Gamasutra contributor Katherine Cross examines how Robot House's emotional robot vacuum adventure game Rumu gets at the true nature of love.
Indie, Design

Come to GDC 2018 for a behind-the-scenes look at the making of Hellblade  
by Staff [12.13.17]
At GDC 2018, Ninja Theory cofounder Tameem Antoniades and commercial director Dominic Matthews will discuss the approach taken by a small team of 20 to deliver a high-quality game.
Indie, Design

Blog: How RPG design has influenced action games 3
by Gamasutra Community [12.13.17]
One of the bigger design trends of this decade has been integrating RPG design and systems into action games, and we're going to talk about how that has helped and harmed the genre.
Design

Why Device 6 dev Simogo is taking a break from mobile games 5
by Jennifer Allen [12.13.17]
It seems like a big deal for the studio, and a significant bellwether for mobile game devs, so Gamasutra quickly talks with Simogo cofounder Simon Flesser to find out more about the decision.
Smartphone/Tablet, Design, Business/Marketing

Q&A: Bethesda opens up about Fallout 4 VR and the plunge into VR game dev  
by Alex Wawro [12.12.17]
Fallout 4 VR is out today, and here lead producer Andrew Scharf chats with Gamasutra about the ups and downs of making Bethesda's big, sprawling games accessible to players in VR. 
VR, Console/PC, Design, Production, Video

Blog: Engineering Kongregate's big SSL switch  
by Gamasutra Community [12.12.17]
An explanation of the engineering work behind Kongregate's switch to SSL.
Programming, Design

Learn to make great interactive experiences for mobile at GDC 2018  
by Staff [12.12.17]
At GDC 2018 a panel of mobile story experts from Inkle (80 Days), Big Fish Games (Lifeline), and Pocket Gems (Episode) will discuss and debate how to create great narrative experiences for mobile.
Smartphone/Tablet, Design, GDC