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April 20, 2019
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Updates » Design
Video: How co-op VR is used to help train astronauts for space  
by Staff [04.19.19]
At GDC 2018 a panel of game makers and experts from Boeing and NASA discuss how the tools of game development can be used to help train astronauts for their voyages to the edge of known space.
VR, Design, Video, Vault

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"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

Amnesia dev makes the case for why lying to players is sometimes good game design  
by Alissa McAloon [04.19.19]
Frictional Games' Thomas Grip explains how considering what players assume about features can sometimes matter more than the actual features themselves.
Console/PC, Design

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Console/PC, Indie, Design

Blog: Three lessons for narrative game design students  
by Gamasutra Community [04.19.19]
Three general lessons for students interested in narrative and game design on communities, supporting people, and the role of practice in trying to improve skills over time.
Design

Street Fighter II designer walks through the creation of the game's stranger fighters  
by Alissa McAloon [04.19.19]
Akira Yasuda talks about how some of the more unusual Street Fighter characters were born out of an unspoken rule that encouraged them to push the boundaries of their designs.
Console/PC, Design

The imperfect science of Falcon Age's baby bird-based social media marketing  
by Bryant Francis [04.19.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake talks about the baby bird that won Twitter's heart, and also a bit about Disneyland-like level design in Falcon Age.
VR, Console/PC, Design

Get a job: Deep Silver Fishlabs is hiring a Lead Combat Designer  
by Staff [04.18.19]
The Deep Silver Fishlabs team is looking for a dev to lead a small combat design team working on a 3D SciFi game.
Design, Recruitment

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [04.18.19]
Devs who worked on or were influenced by Criterion Games' 2008 release Burnout Parasise reflect on what made the game so special and how it changed the racing genre.
Console/PC, Indie, Design

Blog: Why game jams can be a necessary distraction 2
by Gamasutra Community [04.18.19]
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Programming, Design, Production

Blog: What makes a game prologue gripping? 3
by Chris Kerr [04.18.19]
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.
Design

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Console/PC, Social/Online, Indie, Design, Video

Don't Miss: Alien: Isolation and the evolution of horror sims 36
by Staff [04.17.19]
Amnesia & Soma dev Thomas Grip recounts a history of games that invoke terror in players & how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Design

AbleGamers opens Accessible.Games, a dev portal for accessibility info  
by Alissa McAloon [04.17.19]
AbleGamers has launched a new website in the interest of giving game developers access to more information on how to make their games more accessible through community collaboration.
Console/PC, Design

Blog: Exploring the 'what' of bittersweet game design 2
by Gamasutra Community [04.17.19]
Fun. That's why we create games, right? To create that lovely, lovely endorphin rush. But in all seriousness, is that really the case? Read this to find out.
Design

How Inkle developed its own ancient language for Heaven's Vault 2
by Jessica Famularo [04.17.19]
Enjoy this unique behind-the-scenes look at how inkle developed a whole ancient language (the 'Guitar Hero of linguistics') to be deciphered by players in the studio's new game Heaven's Vault.
Indie, Design, Video

Watch the lead devs of Inkle crack open Heaven's Vault  
by Bryant Francis [04.16.19]
Developers Jon Ingold and Joe Humfrey stop by to discuss the making of Heaven's Vault.
Console/PC, Design, Video

Video: A classic game postmortem of Panzer Dragoon  
by Staff [04.16.19]
The developers behind that classic Sega Saturn title believe that the lessons they learned working and struggling with the then-cutting-edge system can still be put to use by developers today.
Console/PC, Programming, Art, Design, Production, Video, Vault

Don't Miss: Layering challenges in Klei's survival sim Oxygen Not Included 1
by Staff [04.16.19]
"It's the layering that makes intense decisions. In Oxygen Not Included, the player must balance all the needs of their Duplicants simultaneously. Each need is not so difficult, but it's easy to let something slip."
Console/PC, Indie, Design

Chat with the lead developers of Heaven's Vault at 5PM ET  
by Bryant Francis [04.16.19]
Drop by the GDC Twitch channel for a chance to chat with the makers of Heaven's Vault starting at 5PM ET.
Console/PC, Design, Video