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April 22, 2018
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Updates » Design
Attend GDC 2018 for a behind-the-scenes look at Shadow of War's Nemesis system!  
by Staff [02.16.18]
Come to GDC 2018 to see this great talk from Monolith about the design of the Nemesis system in the Middle-earth games -- and how you can create characters that evoke strong emotions in players!
Console/PC, Design, GDC

Unity acquires ProBuilder level design tool and hires its creators  
by Chris Kerr [02.16.18]
ProBuilder, created by Gabriel Williams and Karl Henkel, lets developers design, prototype, and rapidly playtest levels directly in Unity.
Design, Production

Blog: Making a video game cover that doesn't suck 8
by Gamasutra Community [02.16.18]
Say no to face bouquet! When small developers make video game box they tend to mimic the designs of bigger games from their genre. That's a mistake, and here's why.

7 games with interesting hacking mechanics all devs should study 3
by Richard Moss [02.16.18]
Nearly 20 years past "hack the planet!", the heroic hacker archetype still holds a certain appeal. But how to make it interesting in a game? Devs share their thoughts on 7(ish) games that do it well.
Console/PC, Indie, Design

Video: How animators approached super jumping in Saints Row IV  
by Emma Kidwell [02.15.18]
In this 2014 GDC talk, Volition's Zach Lowery discusses how the Saints Row IV animation team took a different approach to gathering reference material for superhero-styled jumps in the game.
Console/PC, Art, Design, Video

Don't Miss: How Overwatch's bleak beginnings turned into positivity and inclusiveness 7
by Staff [02.15.18]
Blizzard’s online shooter hit Overwatch is unlike other shooters in that it’s injected with a lot of whimsy, but the game’s fantastic and joyful nature was born out of a bleak situation.
Console/PC, Design

Catch a UX postmortem of Halo Wars 2 at GDC 2018  
by Staff [02.15.18]
Come to GDC 2018 and see 343 Industries' Max Szlagor will review the trade-offs and successes of designing great RTS controls and experiences for two very different platform audiences (console and PC)!
Console/PC, Art, Audio, Design, GDC

Blog: My favorite game designs of 2017 3
by Gamasutra Community [02.15.18]
Veteran designer Raph Koster takes a look at some of the most interesting game design elements of 2017.

Blog: Crafting an episodic adventure with great gameplay - Part 2  
by Gamasutra Community [02.15.18]
In the second half of my two part feature, I describe a game concept that merges intense action gameplay and strong episodic storytelling.

Blog: Making a Game Boy game in 2017 - A Sheep It Up! postmortem 4
by Gamasutra Community [02.15.18]
What does it take to release a new game cart for the Game Boy in 2017? A developer on just such a game shares his experience, along with a lot of details on the tools used & the feedback received.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Storytelling strategies that will get players to care  
by Emma Kidwell [02.14.18]
In this 2014 GDC session, Pixelberry Studios' Kara Loo and Royal McGraw explain High School Story's combination of using drama, romance, comedy and cliffhangers to drive user engagement and retention.
Smartphone/Tablet, Design, Video

Don't Miss: I'd Ship It—Ladykiller in a Bind's use of BDSM 2
by Staff [02.14.18]
The title of Christine Love's Ladykiller in a Bind helpfully serves as the game’s comical premise, sex is front and center, particularly the much-derided but little-understood subculture of BDSM.
Console/PC, Indie, Design

Blog: Analyzing the AI behind Total War - Part 3  
by Gamasutra Community [02.14.18]
In the third part of my series on Total War, I look at the campaign AI in the 2013 release Total War: Rome II.
Programming, Design

Enjoy this Valentine's Day-themed look at a few great GDC 2018 talks!  
by Staff [02.14.18]
Don't miss these great talks taking place at GDC 2018 next month which tackle the tricky topics of how to handle love, lust, and friendship in the games you make.
Console/PC, Indie, Design, GDC

Director Yoko Taro to discuss the making of Nier: Automata at GDC 2018  
by Staff [02.14.18]
His talk with PlatinumGames' Takahisa Taura, "A Fun Time in Which Some No-Good Game Developers May or May Not Discuss 'How we made NieR:Automata'", promises to be fascinating and/or entertaining. 
Console/PC, Indie, Art, Design, Production, GDC

How Fourattic captured the '80s with Crossing Souls' art design  
by Jack Yarwood [02.14.18]
Spanish studio Fourattic released its '80s love letter of a game Crossing Souls this week, and here Gamasutra chats with the lead animator and artist about how the game's unique look was achieved.
Indie, Art, Design, Video

Video: Six techniques for giving the player a unique narrative  
by Emma Kidwell [02.13.18]
In this 2016 GDC talk, Paranoid Productions' Richard Rouse III explores the strengths of games with dynamic stories, taking a look at six specific techniques that have been used in a variety of games. 
Console/PC, Indie, Design, Video

Weekly Jobs Roundup: Jackbox Games, Remedy, and more are hiring now!  
by Staff [02.13.18]
From software engineers to game designers, here are just some of the many, many positions being advertised right now.
Programming, Design, Recruitment

Don't Miss: Examining human survival instincts to design better levels 32
by Gamasutra Community [02.13.18]
Christopher Totten explores how human psychology is understood by architects, how that can apply to level design, and what games use these techniques effectively.

Blog: Creating my top-down roguelike Outrealm - Part 2
by Gamasutra Community [02.13.18]
The second half of my Outrealm postmortem series. This part focuses on the challenges I faced during development, and how the game concept and design evolved over time.
Design, Production