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January 18, 2018
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Updates » Design
Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Brawlhalla's executive producer gives advice on community building  
by Bryant Francis [11.10.17]
The executive producer of Brawlhalla joined us today to offer some tips and tricks for running a live game in 2017.
Console/PC, Design, Video

Don't Miss: Cibele and playing with the connections we create through tech  
by Staff [11.10.17]
Gamasutra takes a look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design

We're streaming Brawlhalla with the game's executive producer at 3PM EST  
by Bryant Francis [11.10.17]
Chat with the executive producer behind the Smash Bros-like Brawlhalla today at 3PM EST.
Console/PC, Design, Video

Blog: Five radical ideas for dialogue systems 4
by Gamasutra Community [11.10.17]
There has been a little innovation in systems of conversation, but there's also been frustration in their stagnation. So here are a few notions just to get the field in motion.

Attend GDC 2018 to hear from The Long Dark's creator on storytelling in a sandbox game  
by Staff [11.10.17]
At GDC 2018, Hinterland Games founder Raphael van Lierop will examine how it's possible to successfully marry a linear, authored narrative experience to an open-world sandbox.
Indie, Design, GDC

Blog: The three factors that lead to emergent gameplay 3
by Gamasutra Community [11.10.17]
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.

Blog: Tips and tricks for using slow-mo in games 3
by Gamasutra Community [11.10.17]
Ever wanted cool slow-mo pulses in your game? Ever wanted to let your player run around at full-speed while the rest of the game is in slow-mo? Then read on!

Blog: Selecting by weighted angle in VR 3
by Gamasutra Community [11.10.17]
Indie game designer E McNeill looks at a selection algorithm thats particularly useful for VR games featuring laser pointer controls.
Programming, Design

Conveying backstory via character and dungeon design in Sundered 1
by Alan Bradley [11.10.17]
“For Sundered, we built a world with a very complex backstory,” says Thunder Lotus Games creative director Will Dubé, “and then tried to communicate it throughout the game: through the monster and dungeon design.”
Console/PC, Indie, Design, Video

Video: Balancing trust, creativity, and business in game UX  
by Staff [11.09.17]
At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Video, Vault

Blog: Solving perception issues in VR  
by Gamasutra Community [11.09.17]
This article highlights some of the research results about perception in VR that were found by scientists during the last 50 years.
VR, Design

Pulling back the curtain on Overwatch's development process  
by Bryant Francis [11.09.17]
We talk to two team leads on Overwatch to learn more about daily life working on Blizzard's megapopular hero shooter.
Console/PC, Design, Business/Marketing

Video: Devs share tips on creating immersive virtual reality worlds  
by Staff [11.08.17]
At VRDC 2017 a panel of VR devs (Will Smith, Chris Pruett, Adam Orth, & Dirk Van Welden) dissect the challenge of creating immersive VR worlds & discuss what they'd learned about doing it right.
VR, Art, Audio, Design, Video, Vault

Blog: Understanding demographics after two years in Early Access 8
by Gamasutra Community [11.08.17]
Two years ago we released our digital board game Gremlins, Inc. in Steam Early Access. Today, we look back at this period and share our data about regions and languages used by the community.
Design, Business/Marketing

Blog: Gutters and gaps in video game design 2
by Gamasutra Community [11.08.17]
The space between the panels is key to comic books. Asking readers to interpolate between images to get the full story is an integral part of the medium, but we can also apply that technique in games.

Blog: Solving some logistical problems in Bonbon  
by Gamasutra Community [11.08.17]
In designing Bonbon, I decided that I didn't want the player to be able to carry objects over distances. Players didn't like that, so I found a compromise.

How the small size of Piranha Bytes influences the unique feel of Elex  
by Bryant Francis [11.07.17]
We chatted with the director of Piranha Bytes' latest role-playing game Elex.
Console/PC, Design, Business/Marketing, Video

Don't Miss: Inside the Xbox One X and its brand-new dev kit 7
by Alex Wawro [11.07.17]
In this feature from April Gamasutra goes to Microsoft, takes an in-depth look at the Xbox One X dev kit, and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Programming, Design

Video: Telling game stories with unsaid words and unreliable narrators  
by Staff [11.07.17]
At GDC 2016's Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.
Console/PC, Indie, Design, Video, Vault