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March 19, 2018
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Updates » Design
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

Blog: Cuphead, cruelty, and selling unfairness to you 6
by Gamasutra Community [02.01.18]
This is a breakdown of the many different ways Cuphead uses randomness to create unpredictable exciting fights.
Design, Business/Marketing

How a Wes Anderson movie prop maker helped develop That's You! 1
by Alex Wiltshire [02.01.18]
To help design a party game that made players feel comfortable and whimsical, That's You! developer Wish Studios turned to graphic designer Annie Atkins, best known as a prop maker for film & TV.
Console/PC, Smartphone/Tablet, Design, Video

Video: The tools used to design Rayman Legends 1
by Emma Kidwell [01.31.18]
In this 2014 GDC session Ubisoft Montpellier's Chris McEntee describes the design team's approach to creating the worlds of Rayman Legends.
Console/PC, Design, Video

Sony collaborates with Facebook on God of War text adventure  
by Emma Kidwell [01.31.18]
Sony has teamed up with Facebook to publish the text adventure God of War: A Call From The Wilds, which is available on Facebook's messenger app. 
Social/Online, Design

Blog: Developing and releasing my first indie VR project
by Gamasutra Community [01.31.18]
Here's how game developer Bryson Whiteman developed and released their first virtual reality app independently.
VR, Design, Production

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [01.31.18]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations."
Console/PC, Indie, Design

GDC State of the Industry: HTC Vive remains the most popular target for VR devs 1
by Staff [01.31.18]
There are a number of notable findings from this year's survey of ~4,000 game makers, including a clear indication of which platform is winning the lion's share of favor among devs making VR games.
VR, Console/PC, Design, Business/Marketing, GDC

Blog: Using minimalist containers to create advanced data structures 3
by Gamasutra Community [01.31.18]
In this post I show how to use the minimalist container types from my last post to create more advanced data structures.
Programming, Design