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March 24, 2018
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Updates » Design
Blog: Implementing a minimalist container library in C - Part 1 1
by Gamasutra Community [01.12.18]
Game development veteran Niklas Gray explained how to implement a minimalist library of container types in C.
Design, Production

Devs answer: What were the overlooked gems of 2017? 11
by Alan Bradley [01.12.18]
2017 was a remarkable year for the game industry, and so we wanted to check in with devs (who worked on everything from Spelunky to Tacoma) and ask: what game was overlooked last year?
Console/PC, Indie, Design

How XCOM's creative director was inspired by Mario + Rabbids  
by Emma Kidwell [01.11.18]
Creative director and design lead for XCOM at Firaxis Games Jake Solomon explains how Mario + Rabbids inspired him to reevaluate turn-based tactics.

Blog: How Splatoon 2 encourages movement  
by Gamasutra Community [01.11.18]
Breaking down how the Splatoon series encourages movement, and makes strategic motion critical to winning matches.
Console/PC, Design

Blog: The limitations of matchmaking without server logic 6
by Gamasutra Community [01.11.18]
This post discusses the matchmaking approaches we tried in Awesomenauts, and why we ultimately developed our own from scratch.
Programming, Design

How Trinket found the right recipe while designing Battle Chef Brigade  
by John Harris [01.11.18]
Trinket Studios' Tom Eastman talks to Gamasutra about the ins and outs of game design and making a Match-3 cooking game work (wok?) well as the heart of Battle Chef Brigade.
Console/PC, Design, Video

Video: The importance of storytellers in eSports 1
by Emma Kidwell [01.10.18]
In this GDC 2016eSports day panel, industry professionals discuss how storytelling is a crucial component in eSports.
Design, Video

Writer Justin Bortnick discusses the secrets of the Frog Fractions 2 ARG  
by Bryant Francis [01.10.18]
One of the minds behind Frog Fractions 2's mind-bending alternate reality game discusses his craft and his upcoming GDC session.
Console/PC, Design, Business/Marketing, Video

Don't Miss: How the Witcher devs turn ideas into actual game features  
by Staff [01.10.18]
If you're working well, you winnow out bad ideas and build great game elements out of your good ideas. But how, exactly, do you do that?
Console/PC, Design

Blog: How we created Endless Space 2's alternate reality game  
by Gamasutra Community [01.10.18]
For the release of Endless Space 2, we put together an Alternate Reality Game based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected.
Design, Production

Chat with the man behind Frog Fractions 2's alternate reality game at 3PM EST  
by Bryant Francis [01.10.18]
We're streaming Glittermitten Grove, a complete normal fairy game that has nothing to do with Frog Fractions 2, at 3PM EST with the man who built the game's complicated ARG.
Console/PC, Design, Video

Blunder years: Game devs talk about their biggest mistakes  
by Chris Kerr [01.10.18]
In an effort to prove that sometimes it's okay to mess up, veteran animator Dan Perry asked his fellow game makers to tweet about some of the most agonizing mistakes they've made over the years.
Programming, Design, Production, Business/Marketing

NSPCC and Aardman create mobile game to help combat child abuse  
by Chris Kerr [01.10.18]
"We are proud to have been able to work with the NSPCC to create this valuable resource for children and their parents."
Smartphone/Tablet, Design

Microsoft is working on a new Xbox career system 2
by Emma Kidwell [01.09.18]
Microsoft is working on a new "career" system for Xbox achievements, which will feature levels, prestige ranks, and rewards such as loot crates with cosmetic items for avatars.
Console/PC, Design

Weekly Jobs Roundup: Wargaming, Naughty Dog, and more are hiring now!  
by Staff [01.09.18]
Companies like Wargaming, PlayQ, Gunfire Games, and Naughty Dog are hiring engineers, designers, producers, and more on the Gamasutra job board.
Programming, Design, Production, Recruitment

Don't Miss: Deconstructing Heavy Rain and its billing as an interactive film 21
by Gamasutra Community [01.09.18]
Ian Bogost looks at Quantic Dream's Heavy Rain in the context of film and cinematography's history to explain why he feels the game, billed as an "interactive film," is not quite that.
Console/PC, Design

Improve your storytelling chops at the GDC 2018 Narrative Summit!  
by Staff [01.09.18]
With GDC 2018 months away, organizers highlight great Game Narrative Summit talks on everything from writing sex in games to what Mike Laidlaw learned about storytelling 14 years at BioWare.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Prey devs explore the tenets of immersive sim design  
by Chris Kerr [01.09.18]
Video game documentary maker NoClip has uploaded an interview with Prey designer Ricardo Bare and game director Raphael Colantonio that explores what goes into creatingimmersive sims.
Console/PC, Design, Video

Come on and slam at the GDC 2018 NBA Jam Classic Game Postmortem!  
by Staff [01.09.18]
Mark Turmell, a longtime game designer and programmer who's been making games since the '80s, will be at GDC 2018 in March to present a fascinating Classic Game Postmortem ofNBA Jam!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The successes and failures of my debut game 1
by Gamasutra Community [01.09.18]
Can you talk about your game, is the pricing right and how does the game feel? These are just some of the points I am going to look at in this blog post.
Design, Production