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April 25, 2018
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Updates » 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 Szlagorwill reviewthe trade-offs and successes of designing great RTS controls and experiences for twovery 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.
Design

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.
Design

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'scombination of using drama, romance, comedy and cliffhangers to drive user engagement and retention.
Smartphone/Tablet, Design, Video

Don't Miss: I'd Ship ItLadykiller 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 games 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 themany, manypositionsbeing 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.
Design

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

Blog: Translating city and character names in video games 7
by Gamasutra Community [02.13.18]
Games are peppered with original places, items and character names that could prove tricky for a translator. What's the solution to that potential problem? Let's take a look.
Design

Blog: Why I loved What Remains of Edith Finch 2
by Gamasutra Community [02.13.18]
What Remains of Edith Finch brought some innovative storytelling features to the table by tightly linking mini-games about controls to a story about life, death, and the power we have over them.
Design

Tips for building game dev tools and UX from Ubisoft's David Lightbown  
by John Harris [02.13.18]
If you're in the business of making tools for your fellow game developers, Ubisoft's David Lightbown has some thoughts about how you can make them more useful for productive professionals.
Console/PC, Design, Video

Video: Building a successful franchise with Civilization VI  
by Emma Kidwell [02.12.18]
In this 2017 GDC session, Firaxis Games' Ed Beach takes a lookat several of the key subsystems in a Civilization game and reviews what design changes were incorporated for each one.
Console/PC, Design, Video

Peek at some original design documents for Mega Man X  
by Emma Kidwell [02.12.18]
Design documents revealed during the recent Rockman Unite event held in Japan to commemorate the 30th anniversary of Mega Man X gives some insight into a few of the game's characters.
Console/PC, Design

Don't Miss: Crafting the complex, chaotic ecosystem of Rain World 1
by Alissa McAloon [02.12.18]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design