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January 20, 2018
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Updates » Design
Don't Miss: The classic postmortem for Star Wars: Knights of the Old Republic 2
by Staff [11.17.17]
Creating a new type of combat system inside a 60-hour RPG was a daunting task. Yet that's exactly what BioWare did with its classic Star Wars: Knights of the Old Republic.
Console/PC, Design

SOMA dev introducing a monster-optional 'Safe Mode' to the horror game 2
by Alissa McAloon [11.17.17]
Developer Frictional Games has opted to introduce a 'Safe Mode' to its aquatic horror game that looks to pacify the cast of hostile monsters found in the game.
Console/PC, Design

Applying 'players first' logic to loot boxes and other mechanics in Hearthstone 24
by Bryant Francis [11.17.17]
Hearthstone designer Dean Ayala and producer Eric Del Priore talk about the new 'recruit' card mechanic, F2P ethics, and other development insights from the upcoming expansion Kobolds and Catacomb. 
Console/PC, Design, Production, Business/Marketing, Video

Video: How to put out fires and stay creative as a game writer  
by Staff [11.16.17]
At GDC 2017 writers George Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhrie discuss the ins and outs of being a writer in games, from AAA to indie to tabletop.
Console/PC, Indie, Design, Video, Vault

How Skyrim VR devs adjusted Skyrim to make it a good fit for VR  
by Alissa McAloon [11.16.17]
"Finding that perfect balance between player comfort and immersion was one of the biggest challenges."
VR, Console/PC, Design

Blog: Check out these standout games from Day of the Devs 2017  
by Gamasutra Community [11.16.17]
A review of some of the stand-out titles from the annual indie game showcase in San Francisco held by DoubleFine and iam8Bit. Including Untitled Goose Game and UFO 50.
Design

Get tips on writing great characters from an Uncharted dev at GDC 2018  
by Staff [11.16.17]
Naughty Dog's Josh Scherr (co-writer on Uncharted: The Lost Legacy and Uncharted 4) will be speaking at GDC 2018 about how the company writes compelling, believable characters.
Console/PC, Design, GDC

Blog: Rendering the mud and water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of mud and water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive.
Console/PC, Indie, Programming, Art, Design

How AER's fantastic flying was built off of Cubism and Minimalism 1
by Bryant Francis [11.15.17]
We discussed the unusual origins of indie game Aer: Memories of Old over on the Gamasutra Twitch channel.
Design, Production, Video

Video: How architectural design can help you build better levels  
by Staff [11.15.17]
At GDC 2016's Level Design Workshop, trained architect and game maker Claire Hosking gave a great talk about how architectural design principles can help level designers achieve their goals.
Console/PC, Indie, Design, Video, Vault

Chat with the lead developer of Aer: Memories of Old at 3PM EST  
by Bryant Francis [11.15.17]
We're chatting with the lead developer of Aer: Memories of Old at 3PM EST on the Gamasutra Twitch channel.
Console/PC, Design, Video

Blog: Compulsion loops and dopamine in games 8
by Gamasutra Community [11.15.17]
What is gamification really about? When you talk about gamification to people, one word that comes back a lot is 'rewards.' Well, that's not what Gamification is really about! Here's why.
Console/PC, Design

Blog: 10 tips for game dev veterans and students alike 6
by Gamasutra Community [11.15.17]
All members of the game development community share similar stories of struggle, failure, discipline and mentorship. These 10 tips are pulled from that collective hive mind.
Design

The making of 20XX: Listening well and lucking out 7
by Chris King [11.15.17]
We developed 20XX over the course of 4 years, most of which ended up being public via Early Access. We talk about the game's timeline, lessons learned, and how competition affected our development.
Console/PC, Indie, Art, Design

How Outcast: Second Contact was revived for 2017  
by Bryant Francis [11.14.17]
We talked to one of the developers who brought Outcast back from the dead, and asked how the game industry has changed from 1999 to 2017.
Console/PC, Design, Production, Video

Video: Creating Stellaris' complex AI behavior via data-driven design  
by Staff [11.14.17]
At GDC 2017 Paradox's Mehrnaz Amanat Bari gave an illuminating talk about how the game's believably flawed and quirky (but hardy) leader AI was created and implemented via data-driven design.
Console/PC, Programming, Design, Video, Vault

Don't Miss: 5 tips on making great DLC from Dying Light: The Following devs 1
by Gamasutra Community [11.14.17]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing

We're talking to Outcast: Second Contact's Franck Sauer at 3:30PM EST  
by Bryant Francis [11.14.17]
We're talking to an original developer who worked to revive the long-dormant Outcast franchise today at 3:30PM EST on Twitch.
Console/PC, Design, Video

Blog: Making your game using the 'ABC-recipe' 4
by Gamasutra Community [11.14.17]
The ABC-recipe for making games can help you and your team understand what should be done and when. It offers a guideline for working iteratively on games, minimizing stress and optimizing testing.
Design, Production

Blog: Designing for our audience in Who Killed My Uncle?  
by Gamasutra Community [11.14.17]
A postmortem of our WWII historical narrative game Who Killed My Uncle?, discussing the importance of designing around players and their expectations.
Design, Production