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January 21, 2018
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Updates » 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

We're talking with the designer of Elex at 3PM EST  
by Bryant Francis [11.07.17]
We're talking to Bjorn Pankratz, game designer on Elex today at 3PM EST.
Console/PC, Design, Video

Blog: Understanding the art of level design - Part 1 2
by Gamasutra Community [11.07.17]
This is a three-part series where I break down level design and some beginner tips on what is important on the path of becoming an LD and some tips on how to get there. Please enjoy.

Kan Gao on the benefits and drawbacks of designing in RPG Maker 2
by Joel Couture [11.07.17]
“I compare RPG Maker to a pencil. With a pencil there are techniques to learn, but compared to the other writing tools, it’s the most simplistic one. But you can still create elaborate works with it.”
Console/PC, Indie, Design, Production, Video

Don't Miss: Designing morality in games 23
by Staff [11.06.17]
In this 2010 interview, Gamasutra sits down with Bethesda's Emil Pagliarulo and 2K Marin's Jordan Thomas to discuss the importance of building challenging, satisfying ethical gameplay.

How Overwatch evolved throughout its early days of development  
by Alissa McAloon [11.06.17]
It's an especially interesting look at the competitive multiplayer game since, by game director Jeff Kaplan's own admission, Blizzard doesn't typically release footage of its early progress or prototypes.
Design, Production, Video

Q&A: Alejandro González of the prolific Milkstone Studios 3
by Thomas Faust [11.06.17]
Spanish dev Milkstone Studios has released 30 games on different platforms in the last 8 years. chatted with CEO/programmer/designer Alejandro González about what they're up to now.
Console/PC, Indie, Design

Unraveling the mystery behind Phalanx's delightfully weird box art  
by Chris Kerr [11.06.17]
"If we couldn't do anything else, we'd try and get the potential purchaser to stare at the package and try and figure out what just happened."
Console/PC, Design

Video Game Deep Cuts: Donkey Crossing? Let's Observer!  
by Gamasutra Staff [11.05.17]
Some of this week's longform article & video highlights include a look at the new F2P Animal Crossing, Donkey Kong 64's speedrun history, and the cyberpunk horror of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Overwatch conveys character through first-person animations  
by Staff [11.03.17]
At GDC 2017 Blizzard's Matthew Boehm breaks down how to convey a sense of character in a first-person game. It comes down to answering tricky questions like: How would McCree reload a revolver?
Console/PC, Art, Design

The two-man team building Disc Jam as an eSports platform  
by Connor Trinske [11.03.17]
“I'd like to say we had a marketing strategy targeting a key demographic. We were actually just playing a ton of old Pong-likes and saying, ‘Why aren't there more simple, PvP-first games like these?’”
Console/PC, Indie, Design, Business/Marketing, Video

Blog: Breaking down the terrifying AI in Alien: Isolation  
by Gamasutra Community [11.03.17]
The xenomorph in Alien: Isolation set the benchmark for antagonists in horror games. Let's look at how the AI techniques and design choices used in-game create such a terrifying experience.
Programming, Design

At GDC 2018, For Honor devs share lessons learned sustaining a live game  
by Staff [11.03.17]
At GDC 2018 For Honor creative director Roman Campos Oriola and game director Damien Kieken will tell the tale of their game, its post-launch troubles, and how they addressed them.
Console/PC, Social/Online, Design, Production