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April 23, 2018
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Updates » Design
Don't Miss: Unraveling Chrono Trigger 's design secrets 27
by Staff [02.27.18]
An analysis of the gameplay of the seminal RPG, which explores exactly how its structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.
Console/PC, Design

Learn from cutting-edge VR/AR entertainment devs at GDC 2018  
by Staff [02.27.18]
GDC 2018 will once again feature a curated selection of great stuff for virtual reality developers under the aegis of VRDC @ GDC -- including an array of great talks from top VR/AR creators!
VR, Design, GDC

Get useful game dev tips from Unity, Amazon, and Autodesk at GDC 2018  
by Staff [02.27.18]
These dev day sessions take place during the first two days of GDC March 19th and 20th) and offer you an opportunity to engage with and learn from some of the top players in the industry.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Blog: Assorted thoughts on Getting Over It  
by Gamasutra Community [02.27.18]
Some assorted thoughts on Getting Over It With Bennett Foddy including musings on the design, authorship, profundity and toxic masculinity of the game.
Design

Building the original Thief's revolutionary stealth system 1
by Chris Kerr [02.27.18]
"It was one of the things we didn't fully understand. We had to feed back to the player their stealth state in terms of visibility. Showing that in a very clear way was important."
Console/PC, Design, Production, Video

Blog: Give the player what they deserve - a guide to feedback 2
by Gamasutra Community [02.27.18]
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Design, Production

How Slay the Spire's devs use data to balance their roguelike deck-builder 3
by Samuel Horti [02.27.18]
"I said at one point, ‘look, we’re not going to reasonably be able to balance this many cards, we don’t have a team of people to do this,'" Mega Crit Games' Anthony Giovannetti tells Gamasutra.
Indie, Design

Toys of the future will be designed for augmented reality  
by Emma Kidwell [02.26.18]
Following the New York Toy Fair last week, companies like Hasbro have revealed entertainment for kids which use augmented reality.
VR, Design

Don't Miss: How games like Mario Galaxy and Demon's Souls handle subjective difficulty 13
by Staff [02.26.18]
Game theorist Josh Bycer takes a look at how Nintendo designs the Super Mario Galaxy games to allow for players of all levels to be challenged and contrasts that with the punishing Demon's Souls.
Console/PC, Design

Blog: Analyzing the AI behind Total War - Part 4 1
by Gamasutra Community [02.26.18]
In the latest of my Total War series, I look at the innovations in campaign and diplomacy AI in Total War: Attila.
Console/PC, Programming, Design

Learn all about Alt.Ctrl.GDC's alternative controllers in this Q&A series!  
by Gamasutra Community [02.26.18]
From living orbs to coffins, Alt.Ctrl.GDC will have all you need when it comes to unique and decidedly off-the-wall control schemes and controllers at GDC 2018.
Design

Blog: Creating fast 2D shadows in Unity using 1D shadow mapping 6
by Gamasutra Community [02.26.18]
In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in Unity.
Programming, Design

Blog: The poor man's guide to netcode  
by Gamasutra Community [02.26.18]
Most would agree that you don't add networked multiplayer to an existing game, but I did it anyway because I hate myself. Somehow it turned out great, proving none of us know anything.
Programming, Design

Designing side quests? Study these 7 games (and some Chris Avellone pointers) 2
by Richard Moss [02.26.18]
Side quests can make or break your game. Here, devs suggest some games that do side quests notably well, and Chris Avellone offers guidelines on how to design a great side quest.
Console/PC, Indie, Design

Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch  
by Gamasutra Staff [02.25.18]
This week's longform highlights include Phil Spencer's speech at the DICE Summit, how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How '80s culture trickled down into the design of Crossing Souls  
by Bryant Francis [02.23.18]
Two of the developers behind Crossing Souls joined us to discuss how '80s American culture traveled across the Atlantic, into Spain, and affected their first milestone in game development.
Console/PC, Design, Video

Don't Miss: Designing Hitman's time-restricted Elusive Targets system 6
by Staff [02.23.18]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Blog: VR game design in Recreational Dreaming  
by Gamasutra Community [02.23.18]
An exploration of VR design tips, tricks, and principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
VR, Design

Chat with the Crossing Souls developers at 1PM EST!  
by Bryant Francis [02.23.18]
The folks from Fourattic are joining us for a stream of Crossing Souls at 1PM EST.
Console/PC, Design, Video

GDC 2018 Level Design Workshop: An expert roundtable Q&A 3
by Staff [02.23.18]
To prepare for the big GDC 2018 Level Design Workshop on Tuesday, March 20th, a handful of the speakers wanted to warm up by chatting (via email) about some of the finer points of level design. 
Console/PC, Indie, Design