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February 23, 2019
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Updates » Design
Video: Designing UX for board games  
by Staff [12.03.18]
In this GDC 2018 session, Foxtrot Games' Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.
Social/Online, Indie, Design, Video

Blog: Having a vision with thatgamecompany's Eric Koch  
by Gamasutra Community [12.03.18]
When the folks over at thatgamecompany wanted to move on from Journey and Flower, there was only one person they trusted to help head up development: Eric Koch.
Design

Announcing the juries for the IGF 2019 Design, Narrative, and Best Student Game awards!  
by Staff [12.03.18]
Organizers shout out the industry professionals who have agreed to give their time to judge the Excellence in Design Award, the Excellence in Narrative Award, and the Best Student Game Award!
Indie, Design, IGF

Artifact and the Five Currencies: An economic deep dive into Valve's card game 12
by Gamasutra Community [12.03.18]
Game developer Lars Doucet offers a comprehensive deep dive into Artifact's economy using the "four currencies" model, plus a fifth -- Skill.
Console/PC, Design, Business/Marketing

Video Game Deep Cuts: It's Spooky, It's Idle  
by Gamasutra Staff [12.03.18]
This week's highlights include a fascinating documentary on fighting game stalwarts Team Spooky, a hyper-analytical look at the top idle game mechanics, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A classic postmortem of Another World 1
by Staff [11.30.18]
In this GDC 2011 talk, Ubisoft's Eric Chahi reveals his process developing the innovative game Another World
Console/PC, Design, Video

Former Sierra On-Line dev posts original source codes to eBay 1
by Emma Kidwell [11.30.18]
Former Sierra On-Line developer and creator of the Leisure Suit Larry games Al Lowe is listing the original source code for games he worked on to eBay, with more to follow.
Console/PC, Design

Don't Miss: David Gaider on writing Dragon Age 24
by Brad Kane [11.30.18]
In this classic post-Dragon Age II feature, Gamasutra chats with (then) lead writer David Gaider about the writing process, and how the team wanted to focus on the 'dark' part of 'dark heroic'.
Console/PC, Design

PSA: Today is your last day to submit to Alt.Ctrl.GDC 2019!  
by Staff [11.30.18]
Organizers welcome any and all one-of-a-kind game peripherals, contraptions, and novelties which enhance game experiences and challenge our expectations -- but you must submit today!
Console/PC, Indie, Design, GDC

Blog: A postmortem of Destination Primus Vita 3
by Gamasutra Community [11.30.18]
Anne Gibeault gives her own personal postmortem of making the sci-fi adventure game Destination Primus Vita. From the birth of a new IP to the release of the first game.
Design, Production, Business/Marketing

Blog: Why I lost $42,500 making a VR game 12
by Gamasutra Community [11.30.18]
In the changing landscape of VR, indies burden a lot of risk while searching for innovation more than triple-A companies. This is a burden that will lead to indie devs vanishing.
VR, Design, Production, Business/Marketing

Video: Building an environment to tell a story in Dear Esther  
by Staff [11.29.18]
In this GDC 2013 talk, LittleLostPoly's Robert Briscoe discusses his philosophy to some of the important processes involved in telling a rich story through the environment of Dear Esther.
Indie, Design, Video

Don't Miss: 20 years of Fallout: Lessons learned shipping games in the wasteland 3
by Alex Wawro [11.29.18]
In this classic feature, Gamasutra checks in with developers who worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

Devil May Cry 5 director shares Capcom's stylish action game formula at GDC 2019  
by Staff [11.29.18]
There's an exciting new Devil May Cry game in development, and GDC 2019 attendees will have the opportunity to hear firsthand how Capcom is designing this cutting-edge stylish action game.
Console/PC, Design, GDC

Blog: Board games and social isolation  
by Gamasutra Community [11.29.18]
Board games are social experiences that are non-stigmatic, and in this post I discuss how that valuable and powerful combination could very well save lives.
Design, Production

Blog: A look at the cinematic music of Breath of the Wild 1
by Gamasutra Community [11.29.18]
A look at the music of Breath of the Wild and how it breaks convention from "traditional" Zelda music, highlighting the creative use of non-looped music.
Audio, Design

Designing characters as UI in State of Decay 2, Star Citizen, and Battletech  
by Alan Bradley [11.29.18]
Game developers from Undead Labs, Cloud Imperium, and Harebrained Schemes share their methods and philosophies for design UI that's built right into in-game characters.
Art, Design

Mutant Year Zero: Road to Eden's developers discuss duck mutant game balance  
by Bryant Francis [11.28.18]
Watch the lead developers of Mutant Year Zero: Road to Eden discuss the design and balance of their new game.
Console/PC, Design, Video

Opinion: 'Winter is coming' for the video game biz 7
by Joost van Dreunen [11.28.18]
In this opinion piece, SuperData Research founder Joost Van Dreunen looks at the state of the game industry in late 2018 & predicts a markedly darker future for the game industry.
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Inside the AI design of Dishonored 2  
by Staff [11.28.18]
At the GDC 2017 AI Summit, Arkane's Laurent Couvidou and Xavier Sadoulet explain how the AI of Dishonored 2 was designed to pit players against challenging, crafty, and yet outwittable foes.
Console/PC, Design, Video, Vault