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January 18, 2018
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Updates » Design
Blog: Designing tactical combat mechanics for Summoners Fate  
by Gamasutra Community [10.27.17]
A great way to innovate is by solving a problem for the player. Learn how my collaborations with players inspired three unique tactical combat mechanics never before seen in the tactics genre.

Dev Q&A: A Mortician's Tale challenges how games depict death 2
by John Harris [10.27.17]
"It's really important for us to find the correct amount of accuracy versus comfort. It's very different to read about a thing, and imagine it, and directly interact with a dead body."
Console/PC, Indie, Design, Business/Marketing, Video

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

Get a job: CD Projekt Red is hiring a Gameplay Designer  
by Staff [10.26.17]
CD Projekt Red is looking for a gameplay designer to join its Warsaw-based team in creating and tuning the rules of gameplay for an in-development project.
Design, Recruitment

Don't Miss: 7 classic arcade games that can still teach developers lessons today 1
by Staff [10.26.17]
These classic arcade games have tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, creative powerups, and efficient storytelling.
Console/PC, Design

Blog: Understanding the philosophy behind grinding 10
by Gamasutra Community [10.26.17]
Grinding in video games is something to be avoided, so in today's post we're going to talk about how designers can implicitly and explicitly reduce it.

Crafting a fun, varied combo system for brawler Deadbeat Heroes  
by Jack Yarwood [10.26.17]
Two former Lionhead devs who loved to play brawlers on their lunch hour went indie, and crafted the beat 'em up Deadbeat Heroes. They discuss how the combo system came together with Gamasutra.
Console/PC, Indie, Design, Video

Some overlooked gems of game design in Murdered: Soul Suspect  
by Bryant Francis [10.25.17]
We took a look at the interesting game mechanics that have helped Murdered: Soul Suspect find a small fanbase even after its developer closed up shop.
Console/PC, Design, Video

Video: Diagnosing and improving UX in a live game  
by Staff [10.25.17]
At GDC 2017 Digit Games Studio's Om Tandon breaks down how UX (user experience) designers can collaborate with developers, data scientists, and monetization teams to address problems with a game.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Don't Miss: How early Kinect devs overcame the challenges of the now discontinued tech 7
by Gamasutra Community [10.25.17]
Rare engineer David Quinn discusses how the team has solved the issues that they've faced when developing for the motion-sensing peripheral, including skeleton tracking, depth sensing, and more.
Console/PC, Design

Blog: Balancing high-quality graphics with performance 1
by Gamasutra Community [10.25.17]
In this article, I talk a bit about how we were able to achieve high quality graphics in our recent released game Angest while keeping high performance.
Design, Production

We're analyzing the narrative design of Murdered: Soul Suspect at 3PM EDT  
by Bryant Francis [10.25.17]
Join us for a close look at the narrative design of Murdered: Soul Suspect at 3PM EDT.
Console/PC, Design, Video

Blog: Why level design research is absolutely critical 4
by Gamasutra Community [10.25.17]
This blog covers why research is super important, and why as designers we should never skip this phase.

Blending visual novel and sanity meter in Tokyo Dark  
by Joel Couture [10.25.17]
"We're big fans of the Call of Cthullu tabletop game. Tracking Sanity, Professionalism, Investigation and Neurosis (SPIN) came directly from our experiences with many forms of tabletop role playing."
Console/PC, Indie, Design, Video

Don't Miss: Alien: Isolation and the evolution of horror sims 36
by Staff [10.24.17]
In this classic article, Amnesia & Soma dev Thomas Grip recounts a history of games that invoke terror in players & how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Console/PC, Indie, Design

How board games helped the South Park devs overcome communication hurdles  
by Alissa McAloon [10.24.17]
“We had to approach [development] differently from traditional ways, because we knew that if we were going to build all the content for South Park, it would have been impossible for us.”

Blog: How to create fun and immersive tutorials  
by Gamasutra Community [10.24.17]
Tutorials are infamous, both for developers and players. Devs don't want to spend production time on them and players want to skip them, but tutorials can be fun and engaging. Here's how.

Blog: Bringing Galaxy on Fire to Vulkan - Part 5  
by Gamasutra Community [10.24.17]
This is a blog series explaining how we brought our game to Vulkan. In our final post, we show performance measurements and compare implementation sizes.
Programming, Design, Production

How Jeff Minter's Polybius brought his signature style to VR 1
by Jack Yarwood [10.24.17]
The colorful dev Jeff Minter and the Llamasoft team transposed their trademark shooter style into VR for their latest title Polybius, without sacrificing quality or giving the player motion sickness.
VR, Console/PC, Indie, Art, Design, Video

Video: A game dev guide to breathing life into your levels  
by Staff [10.23.17]
At GDC 2016's Level Design Workshop, Hangar 13's Seth Rosen deconstructs how AI actors with systemic behaviors are the key to demonstrating the life of a level right in front of the player.
Console/PC, Design, Video, Vault