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January 18, 2018
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Updates » Design
Blog: Designing a modern cross-platform graphics API 4
by Gamasutra Community [12.04.17]
This post introduces Diligent Engine, a modern cross-platform graphics API abstraction library.
Programming, Design

These are your juries for the IGF 2018 Design, Audio, and Student awards!  
by Staff [12.04.17]
A diverse array of lauded developers and industry professionals make up the juries of the GDC 2018 Independent Games Festival, who will decide the finalists for next year's awards.
Indie, Audio, Design, IGF

GDC 2018 will host a Classic Game Postmortem of The Bard's Tale! 1
by Staff [12.04.17]
Co-creator Dr. Michael Cranford will be at GDC 2018 in San Francisco next March to present a postmortem look at the making of The Bard's Tale I & II!  
Console/PC, Design, Production, GDC

Blog: What do I mean when I talk about 'narrative design' 4
by Gamasutra Community [12.04.17]
Freelance narrative designer and product Nick Witsel asks two (seemingly) simple questions: Why do we tell stories? And what does it mean when we make them interactive?
Design

Blog: Camera logic in a 2D platformer 5
by Jochen Heizmann [12.04.17]
Getting the camera right in a 2D platformer is not as easy as it might seem. In our game Tiny Thor we have experimented with various options and I want to describe which techniques we ended up using.
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra plays Battletech with game director Mike McCain  
by Bryant Francis [12.01.17]
We checked in with Harebrained Schemes' Mike McCain to see how progress is going on the Kickstarter-backed Battletech.
Console/PC, Design, Business/Marketing, Video

Battletech game director Mike McCain is answering your questions at 3PM EST  
by Bryant Francis [12.01.17]
We're chatting with the game director of Harebrained Schemes' Battletech reboot at 3PM EST. Come ask your questions!
Console/PC, Design, Video

Come see top devs share their clever design techniques at GDC 2018  
by Staff [12.01.17]
At GDC 2018 Richard Rouse III moderates a panel of 5 accomplished game makers who will each spend ten minutes detailing a specific design technique or rule they use to craft compelling experiences.
Console/PC, Indie, Design, GDC

State Rep: Games industry must self-regulate loot boxes before government steps in 42
by Chris Kerr [12.01.17]
Hawaii State Rep. Sean Quinlan has waded into the loot crate debate by suggesting the games industry should self-regulate before the government is forced to step in. 
Design, Business/Marketing

Dev Q&A: Jetpacking around in the apocalyptic open-world RPG Elex  
by John Harris [12.01.17]
"Many Germans believe that Americans want to have a very easy game. But I don't think so. Games like Dark Souls and such are very successful in America."
Console/PC, Indie, Design, Video

Video: Fostering consequential play by setting up setbacks in your game  
by Staff [11.30.17]
At GDC 2014 Ubisoft's Patrick Redding argues that for a game to be meaningful, players should suffer occasional setbacks that they can recover from -- and offers advice on setting up good setbacks.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [11.30.17]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Design

Blog: Reviewing the systems in Animal Crossing: Pocket Camp 1
by Gamasutra Community [11.30.17]
A look at the systems of Nintendo's latest mobile game, including core systems, monetization methods, and the overall experience.
Design

Blog: Are procedural narratives the future of indie game writing? 8
by Gamasutra Community [11.30.17]
There's one big problem with applying traditional narrative techniques to video games: The player.
Design

Smashing genres together for tasty results in Battle Chef Brigade  
by Bryant Francis [11.29.17]
Hear how the developers of Battle Chef Brigade cooked up an interesting genre mashup in their debut role-playing game.
Console/PC, Design, Video

Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design, Video, Vault

Get a job: Heart Machine is hiring a Level Designer  
by Staff [11.29.17]
Heart Machine is looking for talented, passionate people to become part of its small crew, to help build and shape something ambitious and completely unique from the ground up.
Design, Recruitment

Blog: Designing the perfect rally environment in WRC7 7
by Gamasutra Community [11.29.17]
How do you design an imperfect road network to create the perfect rally environment? Well, understanding how we created an acclaimed driving hell in WRC7 might provide some answers.
Design

Talk to one of the creators of Battle Chef Brigade at 3PM EST  
by Bryant Francis [11.29.17]
We're talking to one of the minds behind Trinket Studios' Battle Chef Brigade on our Twitch channel starting at 3PM EST.
Console/PC, Design, Video