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January 21, 2019
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Updates » Design
How Umihara Kawase began as two separate prototypes  
by Emma Kidwell [11.20.18]
An original Umihara Kawase developer has released video of the first two prototypes of the game, which showcase drastic differences between early versions of the game and its final release.
Console/PC, Design

Don't Miss: Designing the Elusive Target system for 2016's Hitman 6
by Staff [11.20.18]
"They would be tough because players would have one chance to get them right, and the whole dynamic around how you play the game should change."
Console/PC, Social/Online, Design

Learn to design and run better free-to-play games at GDC 2019!  
by Staff [11.20.18]
From Angry Birds to The Sims, the devs of a bunch of successful F2P games will take the stage at GDC 2019 next March to share what they know about succeeding in an ever-shifting market.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, GDC

Developing the unique multi-genre murder-mystery The Hex  
by John Harris [11.20.18]
Here, Daniel Mullins tells us a bit about how he put The Hex together, from his creative process to the challenges of constructing a game that covers so much design ground.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Activision addresses why Spyro Reignited Trilogy has no subtitles 2
by Emma Kidwell [11.19.18]
Activision has released a statement regarding the lack of subtitles during cutscene sequences in Spyro Reignited Trilogy, an omission which greatly impacts accessibility for players.
Console/PC, Design

The Strong Museum debuts exhibit focusing on women in the industry  
by Emma Kidwell [11.19.18]
The Strong Museum opened its Women in Games exhibition earlier today as part of its National Museum of Play in Rochester, New York, celebrating the accomplishments of women in the video game industry.
Console/PC, Design

Don't Miss: The making of Half-Life 2 5
by Brian Jacobson & David Speyer [11.19.18]
Some of the minds behind the 2004 release Half-Life 2 outline Valve's decentralized design process in this classic postmortem from the Nov 2005 issue of Game Developer magazine.
Console/PC, Design

Here are your juries for the IGF 2019 Nuovo, Visual Art, and Audio awards!  
by Staff [11.19.18]
A diverse assortment of developers and industry professionals make up the juries of the GDC 2019 Independent Games Festival, an they'll soon decide the finalists for next year's awards.
Indie, Art, Audio, Design, IGF

Designing the procedurally-generated space sim Nimbatus  
by Joel Couture [11.19.18]
Gamasutra spoke with the Nimbatus devs to learn how they created parts that players could combine to make unique drones for specific tasks, and how they went about creating an inspiring universe.
Console/PC, Design, Video

Video Game Deep Cuts: The Grandmaster Of Fallout 76  
by Gamasutra Staff [11.18.18]
This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Francois Rizzo discuss the design of 11-11: Memories Retold  
by Bryant Francis [11.16.18]
Game designer Francois Rizzo breaks down the design decisions behind 11-11: Memories Retold.
Console/PC, Design, Video

The devs behind experimental 1D address bar games 1
by Emma Kidwell [11.16.18]
Rock Paper Shotgun has published an interview speaking with some developers who create address bar games, which are meant to be played entirely within a website's URL.
Console/PC, Indie, Design

Delver devs release their tech publicly under open source license 2
by Emma Kidwell [11.16.18]
Priority Interrupt has open sourced the tech behind its first-person action roguelike Delver for public use.
Console/PC, Programming, Design

Don't Miss: The tricky task of implementing Atreus as a companion in God of War 10
by Steven T. Wright [11.16.18]
"I was told multiple times, 'scale it back, change it so he’s simpler,'" says God of War director Cory Barlog. "I was even told to consider cutting him out of the game."
Console/PC, Design

Chat with one of WWI game 11-11: Memories Retold's designers at 3PM ET  
by Bryant Francis [11.16.18]
Tune into the GDC Twitch channel to discuss the making of 11-11: Memories Retold starting at 3PM ET.
Console/PC, Design, Video

Video: Saints Row: The Third and designing over the top  
by Staff [11.15.18]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Video

Optimization techniques for developing new NES games in the modern age  
by Emma Kidwell [11.15.18]
Morphcat Games, a studio that develops new NES games for the retro console, released an interesting video discussing optimization techniques used for its upcoming NES platformer Micro Mages.
Console/PC, Design, Video

Tune in to The Strong Museum's women in games panel tonight at 6 PM EST  
by Emma Kidwell [11.15.18]
The Strong Museum is live streaming its Women in Games: Inspire! panel November 15 at 6 PM EST
Console/PC, Design

Don't Miss: A look back at the development of Choice Provisions' Bit. Trip Beat 3
by Staff [11.15.18]
In this 2009 postmortem, Gaijin Games' (now Choice Provisions) Alex Neuse looks at the creation of abstract action game Bit. Trip Beat, detailing what went right and wrong during the game's development.
Console/PC, Indie, Audio, Design, Production

Blog: Making a new conversation UI for Restless  
by Gamasutra Community [11.15.18]
An analysis of the UI and text effects in Restless. Explores factors to be considered when creating new UI, as well as ways to create a positive reading experience using text effects.
Programming, Design