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March 18, 2018
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Updates » Design
Blog: Surviving the ups and downs of game development 2
by Gamasutra Community [02.06.18]
This post is about balancing the ups and downs of game development process, mentioning common patterns in development teams based on the past three years of our lives with Swaps and Traps.

Blog: Visual scripting with Playmaker in Unity  
by Gamasutra Community [02.06.18]
Playmaker might be the best tool for visual scripting in Unity, but it can be messy. Here's the approach I use to empower the design team while keeping entropy under control.

Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by John Harris [02.06.18]
We swipe right into the weirdness of Reigns: Her Majesty with Nerial lead developer Francois Alliot.
Console/PC, Smartphone/Tablet, Design, Production, Video

Sonic 3D Blast dev releases director's cut after 25 years  
by Emma Kidwell [02.05.18]
In an interview published by Eurogamer today, Traveller's Tales founder Jon Burton explains why he chose to create a director's cut of the game Sonic 3D Blast after 25 years. 
Console/PC, Design

Don't Miss: Creating a natural movement system for Dying Light 4
by Staff [02.05.18]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design

Blog: Hard lessons learned making my first game 4
by Gamasutra Community [02.05.18]
One of our developers set out to make his first game during his spare time at Noodlecake. The project was supposed to last a weekend or two. Three years later the game is finally out.

Q&A: Translating the humor & tone of Yakuza games for the West 2
by Alex Wawro [02.05.18]
"The humor of aYakuza game is a fine line to walk," says localization producer Scott Strichart in this in-depth chat about localization, the Yakuza games, and the ins and outs of Japanese humor.
Console/PC, Design

Video Game Deep Cuts: SOS - Bubsy Meets Tetris  
by Gamasutra Staff [02.04.18]
This week's link highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Night in the Woods' co-creator explains improv game design  
by Bryant Francis [02.02.18]
We chatted with Night in the Woods co-creator Scott Benson about some of the inspirations for his cult-classic game.
Console/PC, Design, Video

How Tetris was discovered in America 1
by Emma Kidwell [02.02.18]
Experienced video game historian Norman Caruso has published a new video to his Gaming Historian YouTube channel which breaks down the story of Tetris.
Serious, Design, Video

Don't Miss: Fine young cannibals—Developing Early Access hit, The Forest 5
by Staff [02.02.18]
The Forest is nearing the end of its life as an Early Access title but back in 2014 a dev working on the game sat down with Gamasutra to explain what its early Early Access life was like.
Console/PC, Design

We're streaming Night in the Woods (on Switch!) with Scott Benson at 3PM EST  
by Bryant Francis [02.02.18]
Night in the Woods co-creator Scott Benson is answering your questions at 3PM EST on Twitch!
Console/PC, Design, Video

Blog: Are casual games maturing?  
by Gamasutra Community [02.02.18]
Why and how are casual games pivoting towards mid-core features, and how are top tier devs driving this change in the casual gaming space?
Console/PC, Design, Business/Marketing

Ubisoft to share lessons learned from 10 years of Assassin's Creed at GDC 2018!  
by Staff [02.02.18]
At GDC 2018, Ubisoft's Jean Guesdon will share a thoughtful deconstruction of how the brand has evolved -- and share lessons learned with other devs dealing with big, cross-platform game franchises.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Designing Total War: Warhammer II to handle tons of units and massive battles  
by Alan Bradley [02.02.18]
Creative Assembly’s Al Bickham, and Scott Pitkethly chat with Gamasutra about the tricky challenges they've faced in incorporating much of Total War Warhammer forwards into its sequel, Warhammer II.
Console/PC, Programming, Design, Production

Video: Double Fine dev on how to be an effective team lead  
by Emma Kidwell [02.01.18]
In this 2016 GDC talk, Double Fine's Oliver Franzke shares lessons he learned while settling into a leadership position and provides advice to will help new team leads get started in their new role.
Console/PC, Design, Video

The importance of tools when writing Reigns: Her Majesty  
by Emma Kidwell [02.01.18]
In an interview with Kotaku published earlier today, writer Leigh Alexander discusses the importance of tools when writing and designing specific cards for Reigns: Her Majesty
Smartphone/Tablet, Design

Don't Miss: Dissecting Super Mario Kart's revoutionary game design 2
by Jon Irwin [02.01.18]
In this timeless feature, Gamasutra chats with a dev, a historian, and some pro players about the enduring legacy of Super Mario Kart - and how it influenced so many other games.
Console/PC, Design, History

At GDC 2018, get a postmortem look at the Rocket League language ban  
by Staff [02.01.18]
Come to GDC 2018 and hear, direct from Psyonix, how the language ban in its popular cross-platform car soccer game was designed, how it works, and what impact it had on the Rocket League community.
Console/PC, Social/Online, Indie, Design, GDC

Blog: Analysing the AI behind Total War - Part 1 1
by Gamasutra Community [02.01.18]
In this blog, I look at the AI innovations and features of Creative Assembly's long-running Total War franchise.
Programming, Design