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December 19, 2018
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Updates » Design
Blog: 20 tips when applying for a junior artist position  
by Gamasutra Community [12.19.18]
Some pieces of advice I would have liked to receive when I was fresh out of school and applying for junior artist positions.
Console/PC, Design

Gamasutra's Best of 2018: Chris Kerr's top 5 games  
by Chris Kerr [12.19.18]
There were five titles that blew me away in 2018, and because it's the done thing this time of year, I've decided to tell you all about them by putting together a rather delicious looking list.
Programming, Design, Production, Business/Marketing

Q&A: Directing the birth of a new BioWare world in Anthem  
by Bryant Francis [12.19.18]
BioWare game director walks us through the thought process behind leading a massive team to create Anthem.
Console/PC, Design

Video: Micro postmortems: The process of developing vastly different games  
by Staff [12.18.18]
In this GDC 2018 session, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly different games.
Console/PC, Indie, Design, Video

Best of 2018: Designing side quests? Study these 7 games (and some Chris Avellone pointers) 2
by Richard Moss [12.18.18]
Side quests can make or break your game. Here, devs suggest some games that do side quests notably well, and Chris Avellone offers guidelines on how to design a great side quest.
Design

Attend GDC for an inside look at the making of Uncharted: The Lost Legacy's best moment  
by Staff [12.18.18]
Come out to GDC next year and see Naughty Dog story animator Marianne Hayden pull back the curtain on the design of Uncharted: The Lost Legacy's charming, cinematic elephant ride!
Console/PC, Design

Blog: How to turn your mod into an indie game  
by Gamasutra Community [12.18.18]
So you've made a mod, and you're thinking about transforming it into a stand-alone game. Here's what I've learned doing exactly that to create The Forgotten City.
Design, Production

Video: Weaving 13 prototypes into 1 game for What Remains of Edith Finch  
by Staff [12.17.18]
In this GDC 2018 session, Giant Sparrow's Ian Dallas talks about how he and his team approached prototyping What Remains of Edith Finch. 
Console/PC, Indie, Design, Video

Keeping The Outer Worlds rewarding, no matter someone's play style  
by Alissa McAloon [12.17.18]
"If you're trying to do something and it's too hard there's always another way to do it."
Console/PC, Design

Gamasutra's Best of 2018: Alex Wawro's top 8 games 2
by Alex Wawro [12.17.18]
Look, I'll just come out and say it: a lot of great games launched in December this year, and I haven't played any of them.
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2018: Reimagining failure in strategy game design in Into the Breach 5
by Alex Wiltshire [12.17.18]
"We're requiring players to unlearn something...taught by almost every other strategy game," says dev Justin Ma. "That losing your mechs or main characters is the worst thing that can happen."
Indie, Design

5 trends that defined the game industry in 2018 1
by Kris Graft [12.17.18]
The year 2018 lasted approximately 30 normal years. From studio closures to the Fortnite phenomenon, here are the trends that defined the game industry in the longest year in the history of humankind.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Making Project Hospital: A realistic approach to medical simulation
by John Harris [12.17.18]
Lead programmer Jan Beneš at Oxymoron Games chats with Gamasutra about the making of the successful medical sim Project Hospital.
Console/PC, Programming, Design

Video Game Deep Cuts: Below The Ashen Mutant Hades  
by Gamasutra Staff [12.17.18]
This week's highlights showcase Below, Mutant Year Zero, Hades, Gris, and Ashen - all of which have standout features - with reviews in the round-up, as well as more 'best of the year' & more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The process of updating Fruit Ninja and Jetpack Joyride  
by Staff [12.14.18]
In this GDC 2012 talk, Halfbrick Studios' Luke Muscat goes over the ever evolving process at Halfbrick Studio for updating and maintaining its popular iOS releases.
Smartphone/Tablet, Design, Video

Fortnite dev team removes Infinity Blade for being 'overpowered' 1
by Emma Kidwell [12.14.18]
The Infinity Blade is no more, says Fortnite developer Epic Games. In a tweet published today, the studio explains that the weapon is being removed for being overpowered and poorly balanced.
Console/PC, Design

Best of 2018: 'BOY' was Atreus tricky to implement, says God of War lead 10
by Steven T. Wright [12.14.18]
"I was told multiple times, 'scale it back, change it so he's simpler,'" said God of War director Cory Barlog. "I was even told to consider cutting him out of the game."
Console/PC, Design

Blog: PRNGs and controlling fate in video games 4
by Gamasutra Community [12.14.18]
This article delves into the details of the properties of Pseudo Random Number Generators, and how game designers can use them.
Console/PC, Design

Blog: What trends should you know about going into 2019?  
by Gamasutra Community [12.14.18]
Observations from working on 50+ indie game marketing campaigns in 2018 -- and some tips for how to give your game the best chance of success in 2019.
Design, Business/Marketing

Human values in game design: An approach for emergent storytelling 3
by Gamasutra Community [12.14.18]
11 bit Studios lead designer Jakub Stokalski outlines his "values-driven game design approach" that was implemented in the hit game Frostpunk.
Design