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March 20, 2018
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Updates » Design
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

Blog: Entertaining players while waiting for matchmaking 2
by Gamasutra Community [01.31.18]
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the issues that causes, and how we tackled them in Awesomenauts.

Game Design Deep Dive: Creating comfortable UI for VR strategy in Skyworld 2
by Paul van der Meer [01.31.18]
"Although there is a strong urge to use as many real-life interactions as possible, this gets physically tiresome quickly. Make sure you require the least amount of strain to play." - Paul van der Meer, VR game designer at Vertigo Games,
VR, Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Don't Miss: How devs design the Lego games to appeal to all ages 3
by Staff [01.30.18]
TT Games head of design Arthur Parsons opens up about how the studio designs and focus-tests its popular Lego games so that they're enjoyable (and accessible) for all ages.
Console/PC, Design

Make games smarter: Attend the GDC 2018 AI Summit!  
by Staff [01.30.18]
From Days Gone to neural networks to the robot AI of Horizon Zero Dawn, the GDC 2018 AI Summit is shaping up to be a smorgasbord of cool AI-focused game dev talks!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Blog: How to build better text reveals 10
by Gamasutra Community [01.30.18]
Tutorial texts, dialogs, user interfaces, and various other revealing text is present in most games yet is often overlooked. In this post, I share some tips on how to make it better!
Programming, Design

Making 3D climbing work in an isometric RPG: Seven: The Days Long Gone  
by Bryant Francis [01.30.18]
The developers of Seven: The Days Long Gone sit down to share some technical insight into the design of their isometric CRPG.
Console/PC, Design, Video

How Anamorphine strives to depict mental health differently  
by Emma Kidwell [01.29.18]
In a Noclip Sessions interview, producer at Artifact 5 Samantha Cook discusses the challenges of depicting mental health in a surreal way for their upcoming title Anamorphine
Indie, Design, Video

Don't Miss: Breaking down the visual design of Shadow of the Colossus 3
by Gamasutra Community [01.29.18]
"It is not the graphic engine that left its mark on the players, but the beautiful art direction of the game." Frederic Fourcade shares his observations from the PS2 version of the iconic game.
Console/PC, Art, Design

PSA: 2 days left to register early for GDC 2018 at a discounted rate!  
by Staff [01.29.18]
With just over 48 hours to go before early registration for Game Developers Conference 2018 ends Wednesday, January 31st at 11:59 PM Pacific, now's the time register at a discounted rate!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: What is good game design?
by Gamasutra Community [01.29.18]
After a little hiatus, I'm back with a video discussing which directions to follow to evaluate if your design is good.

Blog: Data-driving Unreal Engine 4 for everyday workflow 2
by Gamasutra Community [01.29.18]
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
Programming, Design

How The Room devs succeeded on mobile, 'the only option left to us' 1
by Jennifer Allen [01.29.18]
Fresh off the release of The Room: Old Sins, Fireproof Games' Barry Meade chats with Gamasutra about what the studio has learned in ten years of game dev, and how it stumbled into success on mobile.
Smartphone/Tablet, Indie, Design, Business/Marketing

Video Game Deep Cuts: Gorogoa's Lair of Coziness  
by Gamasutra Staff [01.29.18]
This week's Video Game Deep Cuts includes a deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of 'coziness' in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How to solve design problems through examining real sports  
by Emma Kidwell [01.26.18]
In this 2013 GDC session, game designer Bennett Foddy discusses five different ways that real world sports have solved risk/reward problems in game design.
Design, Video

Designing Engare, a game born of a charming geometry problem 1
by Joel Couture [01.26.18]
"One day my geometry teacher asked a question and everyone in the class was so fascinated by that question," says Engare dev Mahdi Bahrami. "I decided to make a little game based on this question."
Indie, Art, Design