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January 18, 2018
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Updates » Design
Blog: Building open world levels perfect for co-op 1
by Gamasutra Community [11.29.17]
This animated video is an in-depth look at what it takes to create open world levels with a unique focus on co-op.
Design

Blog: Building a poor man's 3D camera 3
by Chris Kerr [11.29.17]
Looking back at the two and a half year saga of "duh" moments I encountered while building a 3D camera system.
Design

Making villains relatable and heroes heroic in Star Wars Battlefront II  
by Bryant Francis [11.28.17]
We chatted with one of the writers behind Star Wars Battlefront II's campaign and stumbled into a discussion about how good and evil can be fuzzy in that galaxy far far away.
Console/PC, Design, Video

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [11.28.17]
"Spelunky may be another example of why imminently-attainable and generous rewards aren't always the ideal recipe for design success. "
Design

Chat with Star Wars Battlefront 2 writer Mitch Dyer at 4:30 EST  
by Bryant Francis [11.28.17]
We're talking to one of the writers of Star Wars Battlefront 2 at 4:30 EST. Come ask your questions!
Console/PC, Design, Video

Blog: Tips and tricks for creating a first person shooter in VR  
by Gamasutra Community [11.28.17]
Today we’re going to continue to integrate VR into our game. We're going to deal with Unity's Event Trigger system and solving problems that occur, because of our change to VR.
VR, Design

Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the player’s skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Wonder Boy: The Dragon's Trap dev reveals how to unlock the game's dev tools  
by Alex Wawro [11.27.17]
Developer Lizardcube today revealed (via Twitter) that the game's internal dev toolset can be accessed by editing a config file in PC builds released through Steam and GOG.
Console/PC, Programming, Design

Don't Miss: Demon's Souls, Dark Souls, and worlds worth believing in  
by Staff [11.27.17]
In this 2015 essay, Ario Barzan explores how intimidating architecture and environmental clutter play into the level design of Demon's Souls and Dark Souls.
Console/PC, Design

The sunk cost fallacy: Devs describe how it almost destroyed them 4
by Rich Moss [11.27.17]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get mobile game dev tips from the maker of Good Pizza, Great Pizza at GDC 2018  
by Staff [11.24.17]
At GDC 2018, TapBlaze (Good Pizza, Great Pizza) chief Anthony Lai will be offering fellow game makers advice on how they can make great mobile games that also make enough money to keep the lights on.
Smartphone/Tablet, Design, Business/Marketing

Building the new PvE features in WoW: Battle for Azeroth 6
by Bryant Francis [11.24.17]
The makers of the new Battle for Azeroth expansion explain how island explorations are helping World of Warcraft create new co-operative experiences that help the game continue to evolve.
Console/PC, Design, Video

Blog: Creating a machine learning algorithm to illustrate Magic cards 4
by Gamasutra Community [11.23.17]
I've spent the last two months teaching a bot to create illustrations for Magic: The Gathering cards designed by another bot. Here's how I made that happen!
Programming, Design

Portraying migrants' struggles via cellphones in Bury Me, My Love  
by Joel Couture [11.23.17]
"The vast majority of migrants have smartphones. We felt the best way to tell the story we wanted to tell efficiently was to mimic the device they use and the way they use it."
Console/PC, Indie, Art, Design, Video

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Weekly Jobs Roundup: Blizzard, Heart Machine, and Insomniac Games are hiring now  
by Staff [11.22.17]
This week's roundup of game development job openings includes companies looking to hire Artists, UI Engineers, Level Designers, and more.
Programming, Art, Design, Recruitment

Don't Miss: Do we always have to strive for 'realism'? 17
by Staff [11.22.17]
In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences.
Art, Design

See how economic downturns shaped games throughout history at GDC 2018  
by Staff [11.22.17]
GDC organizers are happy to welcome back Untame creative director Julia Keren Detar, who has put together a great GDC 2018 presentation on "History Shaping Design: How Economic Downturns Shape Play."
Serious, Design, GDC