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Updates » Design
Attend XRDC this month to see how XR is shaping the auto industry  
by Staff [10.03.18]
Come out to XRDC this month and get an insider's perspective on the mixed-reality experiences and apps being developed for use by top car brands like BMW, Porsche, Volkswagen, Audi and more!
VR, Design

Blog: Narrativizing Night in the Woods 1
by Gamasutra Community [10.03.18]
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story - not the other way around.
Design, Production

How The Universim's 'god game' twist charmed Early Access players  
by Joel Couture [10.03.18]
Gamasutra speaks with the devs of The Universim about making living worlds and beings that react to player decisions rather than directly obey them, as well as Steam Early Access challenges.
Console/PC, Design, Production, Business/Marketing, Video

Game devs call for better working conditions via #AsAGamesWorker 5
by Bryant Francis [10.02.18]
Game developers have begun sharing their demands for a better game industry future via the Twitter hashtag #AsAGamesWorker.
Console/PC, Design

Video: A retrospective look at 'girl games' of the '90s  
by Staff [10.02.18]
At GDC 2018 devs Laura Groppe, Brenda Laurel, Jesyca Durchin Schnepp, Sheri Graner Ray & Ernest Adams revisit and deconstruct the whole genre of "girl games" that found success in the 1990s.
Console/PC, Design, Video, Vault

How Quest for Glory's creators give players room to be themselves in Hero-U 1
by Joel Couture [10.02.18]
Veteran game devs Lori and Corey Cole (Quest for Glory series) open up about how they designed their new game, Hero-U: Rogue to Redemption, with an emphasis on player agency and role-playing.
Indie, Design

Hone your UX design skills for VR/MR games and apps at XRDC!  
by Staff [10.02.18]
How do you design the same app for both Hololens and VR? What do you do about the two different input systems? Get the answers from a Microsoft expert at XRDC in San Francisco this month!
VR, Design

Blog: How does The Messenger make you a master?  
by Gamasutra Community [10.02.18]
What can we learn about The Messenger from it's opening hour of gameplay? A level and game design deconstruct of the initial experience of this action platformer with a twist.
Design

How EVE Online has evolved in the era of F2P 6
by Nate Ralph [10.02.18]
We chat with some recently-promoted leads of EVE Online to learn how the long-running space spreadsheet MMORPG is faring as it transitions to F2P -- and experiments with new "Abyssal Deadspace" zones.
Console/PC, Social/Online, Design

Video: Crafting the narrative of Reigns: Her Majesty  
by Staff [10.01.18]
At GDC 2018, Reigns: Her Majesty writer (and former Gamasutra editor) Leigh Alexander shared her own process for designing narratives that walk the tricky political tightrope of women's power.
Smartphone/Tablet, Design, Video, Vault

Don't Miss: Crafting the visuals of 20XX for maximum comprehensibility  
by Staff [10.01.18]
"The game's second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game's quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design

XRDC speaker Q&A: Sarah Hill on the power of well-being XR tech  
by Bryant Francis [10.01.18]
XRDC panelist Sarah Hill breaks down the potential of well-being tech in XR in advance of her panel at XRDC 2018.
VR, Design

Blog: A design analysis of the Arkham series - Part 1 2
by Gamasutra Community [10.01.18]
Ubisoft senior game designer Stanislav Costiuc looks to understand the design choices that drive the Arkham franchise.
Console/PC, Design

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Playground imports real skies into Forza Horizon 3
by Bryant Francis [09.28.18]
In this classic feature, Forza Horizon 3 art director Benjamin Penrose explains how Playground Games went all the way down under to get real skies to put into their wide-ranging racing game.
Console/PC, Art, Design

Watch Wandersong's creator break down its musical motives 1
by Bryant Francis [09.28.18]
We talked to the lead developer of Wandersong about making a unique musical adventure.
Console/PC, Design, Video

Chat with the developer of Wandersong today at 3PM EDT!  
by Bryant Francis [09.28.18]
We're talking to the creator of Wandersong starting at 3PM EDT.
Console/PC, Design, Video

Blog: Building the boss fights of X-Morph: Defense - Part 5  
by Gamasutra Community [09.28.18]
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game.
Console/PC, Design

Using interior mapping to render rooms without geometry 10
by Gamasutra Community [09.28.18]
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping," a shader trick to render geometry that isn't actually there.
Console/PC, Programming, Design

Video: Sid Meier explores 'interesting decisions' in gameplay  
by Bryant Francis [09.27.18]
The creator of Civilization and other strategy games takes the stage to discuss the nature of "interesting decisions" in game design.
Console/PC, Design, Video