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March 21, 2019
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Updates » Design
Get a job: Crystal Dynamics is hiring a Camera Designer  
by Staff [01.17.19]
Crystal Dynamics is looking for a dev to design, implement, and fine-tune game design cameras to create rich narrative in levels and cinematics.
Design, Recruitment

Bethesda bans Fallout 76 players who accessed secret developer room 6
by Emma Kidwell [01.17.19]
Bethesda has confirmed that it is issuing temporary bans to players who have accessed a secret "developer room" full of unreleased items for Fallout 76
Console/PC, Design

Attend GDC 2019 for a behind-the-scenes look at the making of Florence!  
by Staff [01.17.19]
Mountains creative director Ken Wong returns to GDC this year to show you how the studio's critically-acclaimed debut mobile game was made.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Blog: Overcoming genre in Ni No Kuni 2 1
by Chris Kerr [01.17.19]
Ni No Kuni 2 is basically a collection of mechanically diverse mini-games, so what keeps the overall experience from feeling cobbled together?
Console/PC, Design

Sony's Shawn Layden to give DICE 2019 opening keynote 1
by Emma Kidwell [01.17.19]
The Academy of Interactive Arts & Sciences' (AIAS) has announced five additional speakers confirmed to attend the 2019 DICE Summit to discuss this year's theme of trailblazers. 
Console/PC, Design

Trailblazing Sega dev Rieko Kodama to be honored with Pioneer Award at GDC 2019!  
by Staff [01.17.19]
A trailblazing game artist, director and producer, Kodama carved out a career in an industry historically inhospitable to women, eventually leading development of some of the most well-regarded JRPGs!
Console/PC, Art, Design, Production, GDC

Blog: How we handle UI localization at Our Machinery 2
by Gamasutra Community [01.17.19]
Industry veteran Niklas Gray explains how the team over at Our Machinery handle UI localization.
Design, Production

Supergiant's fourth outing Hades introduces a more mature, organized dev process
by Bryant Francis [01.17.19]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Design

Video: How Life is Strange brought a new era for narrative games  
by Staff [01.16.19]
In this GDC Europe 2016 talk, Dontnod's Christian Divine reflects on the writing and design process for Life is Strange, and how its development heralds a new era for narrative games.
Console/PC, Design, Video

Epic fixes Fortnite security flaw which left all 200M+ players vulnerable  
by Emma Kidwell [01.16.19]
It looks like Epic Games' Fortnite was host to a series of bugs (that have since been fixed) which, if exploited together, could have exposed the accounts of any of its 200 million players. 
Console/PC, Design

Don't Miss: Designing a new UI system for The Division  
by Staff [01.16.19]
Ubisoft Massive's Christian Savoie covers some of the major lessons learned while developing new technology and creating the UI for The Division.
Console/PC, Design

GDC 2019 offers a wealth of UI/UX talks to help you build better games!  
by Staff [01.16.19]
Good UI/UX is key: No matter how great your game is, people won't play it if it's a pain to learn and play. So come to GDC 2019 and learn useful UI/UX design strategies from the best in the business!
Console/PC, Smartphone/Tablet, Indie, Art, Design, GDC

GDC 2019 will host a Classic Game Postmortem of Paperboy!  
by Staff [01.16.19]
Veteran game dev John Salwitz, who's worked on everything from Rampart to Klax to Medal of Honor, will be at GDC 2019 in San Francisco the deliver a Classic Game Postmortem of Atari's arcade hit Paperboy
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Blog: It took us over a year to learn what our game was about  
by Gamasutra Community [01.16.19]
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after three disappointing iterations we finally started development on the 21st of November 2018.
Design

Blog: A student game dev's experience at MAGFest 2019 1
by Gamasutra Community [01.16.19]
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest).
Design, Production, Business/Marketing

Thoughts on Detroit: Become Human  
by Staff [01.16.19]
Thomas Grip takes a look at the design behind Quantic Dream's Detroit: Become Human.
Console/PC, Design

Video: How reward systems can guide player experience in World of Warcraft  
by Staff [01.15.19]
Blizzard Entertainment's Travis Day shares some of the hardest lessons learned about how reward systems can guide or harm player experience in games like World of Warcraft and Diablo 3.
Console/PC, Design, Video

Don't Miss: Writing Deus Ex: Mankind Divided to 'hold a mirror up to the world' 4
by Alex Wawro [01.15.19]
Eidos Montreal's Mary DeMarle chats about art and business of writing Deus Ex: Mankind Divided, a game about conspiracy theories, terrorism, and fear released into a world awash in the same.
Console/PC, Design

Blog: Designing a production process - An addendum  
by Gamasutra Community [01.15.19]
An addendum to my 'Designing a Production Process' series that describes how to further utilize your issue tracking database to support it.
Design, Production

Level up your free-to-play mobile game dev skills at GDC 2019!  
by Staff [01.15.19]
At GDC 2019 in March you won't want to miss these opportunities to hone your mobile game-making skills and learn new ways of grabbing (and holding) a healthy playerbase!
Smartphone/Tablet, Design, Business/Marketing, GDC