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December 14, 2018
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Updates » Design
Unity announces a winner for the Universal game dev contest  
by Emma Kidwell [10.31.18]
Unity announced the winner of its Universal GameDev Challenge, awarding Swiss studio Gbanga's Voltron: Cubes of Olkarion with $150,000 and a year-long consulting contract with Universal.
Console/PC, Design

Blog: A design analysis of Marvel's Spider-Man  
by Gamasutra Community [10.31.18]
Ubisoft senior game designer Stanislav Costiuc dissects the swinging, combat, and content of Marvel's Spider-Man.
Console/PC, Design

See Cory Barlog deconstruct development of God of War at GDC 2019!  
by Staff [10.31.18]
Don't miss your chance to see game industry vet Cory Barlog open up about the long, complicated development of Sony Santa Monica's hit God of War at GDC 2019 next March!
Console/PC, Design, Production, Business/Marketing, GDC

Blog: The three tenets of effective horror design 3
by Gamasutra Community [10.31.18]
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Design

A look back at Halo 3's large-scale AI battles  
by Gamasutra Community [10.31.18]
AI expert Tommy Thompson analyzes Bungie's 2007 hit Halo 3, explaining how the game managed to have so many AI characters on-screen at once.
Console/PC, Programming, Design

Video: Identifying insignificant details which determine a game's success  
by Staff [10.30.18]
In this classic GDC 2012 talk, Sucker Punch's Jaime Griesemer explains how to apply detail-oriented design principles to other games, franchises, genres and generations.
Console/PC, Design, Video

Blog: Creating a natural difficulty curve in Paper.io 2 1
by Gamasutra Community [10.30.18]
This arena based io game has a very elegant difficulty curve. As the player conquers more territory, the game space shrinks, making the game more hectic.
Design

The rising need for game economy designers in freemium mobile games
by Pietro Guardascione, Senior Director of Envelope Design, King [10.30.18]
Pietro Guardascione of Candy Crush maker King argues that there will be a sharp increase in demand for "analytical game designers" who work closely with lead designers on key game systems.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: Lessons learned in game art production - Part 2 2
by Gamasutra Community [10.30.18]
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts, and this is part two.
Design, Production

How to make a roguelike (from someone who's made a bunch of 'em)
by Gamasutra Community [10.30.18]
This is a comprehensive primer on how to get started with roguelike development, featuring guidance and tips in 5,500 words and 84 images.
Console/PC, Design, Production

Video: The implementation of pro guitar mode in Rock Band 3  
by Staff [10.29.18]
In this classic GDC 2011 talk, Harmonix's Jason Booth and Sylvain Dubrofsky break down the production and implementation of Pro Guitar mode in Rock Band 3.
Console/PC, Design, Video

Twitch teams up with Harmonix to develop a streaming karaoke game  
by Emma Kidwell [10.29.18]
Twitch is teaming up with Harmonix to develop Twitch Sings, a streaming karaoke game, to the platform.
Console/PC, Social/Online, Design

Get a job: Yager is looking for a Sr. Game Designer  
by Staff [10.29.18]
The German studio Yager is currently seeking a talented and experienced Game Designer for its newly announced project The Cycle.
Design, Recruitment

Game Design Deep Dive: The creation of Necrosoft Games' Gunhouse  
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: The universal inaccessibility of board games 7
by Gamasutra Community [10.29.18]
Are there common accessibility issues across board games despite the fact that every board game is different? The answer initially seems like it should be no, but actually there is a common problem.
Design

Don't mean a thing if you ain't got that swing...in Spider-Man 1
by Alan Bradley [10.29.18]
Insomniac Games' Marvel's Spider-Man is the fastest and most fluid open world game in recent memory. So we had to catch up with game director Ryan Smith to dive deeper into the philosophy of the swing.
Console/PC, Design

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The level design behind Cut the Rope and Trainyard  
by Staff [10.26.18]
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
Smartphone/Tablet, Design, Video

Raspberry Pi launches game dev magazine Wireframe 2
by Chris Kerr [10.26.18]
Wireframe will be released every fortnight, and will dive into how games are made, who makes them, and how readers can go about building their own games.
Programming, Design, Production