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July 16, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Making every procedurally-generated playthrough feel unique in Swords of Ditto  
by Jack Yarwood [05.07.18]
"We were just making a procedurally-generated game,” says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached."
Indie, Design, Video

Video Game Deep Cuts: Flash The Artifact, Get The Saga  
by Gamasutra Staff [05.06.18]
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Surviving Mars devs built a city-builder on a barren planet 2
by Joel Couture [05.04.18]
Lead designer Boian Spasov chats about how Haemimont Games' Surviving Mars breaks with the city-builder genre in key ways to make players feel scared and uncertain while colonizing a barren world.
Indie, Design

Don't Miss: How a band of modders restored Star Wars: Knights of the Old Republic II 9
by Staff [05.04.18]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design

Blog: First impressions of the scripting in RPG Maker MV 1
by Gamasutra Community [05.04.18]
An addendum to "RPG Maker VX Ace Scripting Crash Course," covering what's changed about scripting in RPG Maker MV.
Programming, Design

Slime Rancher director shares tips for surviving indie game dev  
by Alex Wawro [05.03.18]
Game director Nick Popovich's advice revolves around the notion that indie devs should think in 3s: 3 days or less on trying to solve a problem, for example, and 3 months or less on big milestones.
Indie, Design, Business/Marketing

Devs share personal touches they've hidden in games  
by Alex Wawro [05.03.18]
Last week game dev Steve Thornton took to Twitter to ask: fellow devs, have you ever slipped something into a game you're working on that's just for you? The replies are well worth a read.
Console/PC, Smartphone/Tablet, Indie, Design

Video: How to build games that can be understood at a glance  
by Staff [05.03.18]
At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC, Indie, Art, Design, Video, Vault

Opinion: Something's Quite Right Here: In praise of WoW's Suramar 1
by Katherine Cross [05.03.18]
Contributing editor Katherine Cross celebrates the ways in which Blizzard's latest WoW expansion tells a tale of 'tragedy, diminishment, and the brutality of war without appearing wanton or childish.'
Social/Online, Design

Don't Miss: Moral Code - Learning from 'Lawful Good' in roleplaying games 8
by Katherine Cross [05.03.18]
In this 2015 feature, paladin and columnist Katherine Cross examines morality mechanics and alignment in roleplaying games.

Blog: A final MDA analysis of The Quiet Sleep 2
by Gamasutra Community [05.03.18]
Why Not Games programmer and designer Nikhil Murthy goes over the features of The Quiet Sleep and explains how they work towards his desired aesthetics.

Push the button: Steam now supports the Switch Pro Controller 1
by Chris Kerr [05.03.18]
Valve has added official support for Nintendo's Switch Pro Controller, meaning fans of the gamepad can tinker around and whip up their own controller configurations.
Console/PC, Programming, Design

Flashpoint is archiving Flash games before they disappear forever 3
by Emma Kidwell [05.02.18]
Ben Latimore writes about his quest to save Flash games before they disappear.
Console/PC, Design, Production

Unity rolls out new major features in update 2018.1 2
by Emma Kidwell [05.02.18]
Unity version 2018.1 is now available to developers with several updates and new features.
Console/PC, Design, Business/Marketing

Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Bryant Francis [05.02.18]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design, Video

Video: How XCOM 2 hid smaller stories in plain view 1
by Staff [05.01.18]
In this 2018 GDC session, Firaxis Games' Justin Rodriguez explores the different components of environmental storytelling in XCOM 2.
Console/PC, Design, Video

Emphasizing combat over fantasy elements in Mount and Blade  
by Emma Kidwell [05.01.18]
In an interview with PC Gamer, Mount and Blade developer Armağan Yavuz discusses how the game succeeded without traditional fantasy elements.
Console/PC, Design

Don't Miss: The Binding of Isaac postmortem 26
by Staff [05.01.18]
In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Design, Production, Business/Marketing

Swery shares lessons learned from trying to crowdfund The Good Life 2
by Brittany Vincent [05.01.18]
"Embarrassingly, we didn't know anything about crowdfunding when we started our previous campaign," Hidetaka "Swery" Suehiro tells Gamasutra. "So we made a lot of changes."
Indie, Design

Blog: Creating a meaningful campaign in Six Days in Fallujah 2
by Gamasutra Community [05.01.18]
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.