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January 16, 2018
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Updates » Design
Blog: How EVE Online changed the design of citizen science games  
by Gamasutra Community [10.18.17]
I asked developers and scientists how they go about designing citizen science games. The conversation revealed some issues that the game industry could help solve.

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32st†edition of GDC, the world's largest and longest-running†event for game developers, and you can register right now†by visiting the†official GDC 2018†website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Working with generic room-based matchmaking  
by Gamasutra Community [10.18.17]
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work, and discuss the pros and cons of using those systems.

Blog: How do video game tutorials teach us? 1
by Gamasutra Community [10.18.17]
The following is a condensed form of my master's project, which investigates early video game levels and tutorials to try and identify how to teach effectively.

Building a need for sleep into survival game Distrust  
by Joel Couture [10.18.17]
In the survival game Distrust, which was inspired by the 1982 film The Thing, players must stay warm and well-rested. Staying awake too long causes madness, but sleep makes a monster draw ever closer.
Console/PC, Indie, Design, Video

Don't Miss: Pay-To-Flay: Examining microtransactions in a $60 game 36
by Alex Wawro [10.17.17]
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing

Video: A game designer's overview of the neuroscience of VR  
by Staff [10.17.17]
At GDC 2017, game dev vet†Noah Falstein offers an overview for VR game designers of the basic neuroscience of immersion, motion, and emotion -- along with practical tips on making better VR/AR games.
VR, Console/PC, Design, Video, Vault

Audio blog: What do historians make of Assassin's Creed: Origins?  
by Gamasutra Community [10.17.17]
Historian Bob Whitaker talks with Maxime Durand, Ubisoft's resident historian, about Assassin's Creed: Origins. Topics include historical research, Ancient Egypt, and using games for education.

Design Interview: Crafting Gonner's modular abilities  
by Alex Wiltshire [10.17.17]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design, Video

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016†Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive†dig into the interesting improvements and challenges they encountered while remastering both†for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Don't Miss: The evolution of Amnesia's sanity meter 18
by Gamasutra Community [10.16.17]
"Sometimes, making something game-y just destroys the feeling that you're after." Frictional Games' Thomas Grip shares the origins and evolution of Amnesia's world-distorting sanity meter.
Console/PC, Indie, Design

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talk†that would be a good fit for one of the†many Tutorials (from board game design day to the level design workshop)†at†GDC 2018, organizers want to hear it!
Console/PC, Indie, Design, Production, GDC

Blog: Breaking down Killer Instinct's 'Shadow AI' system  
by Gamasutra Community [10.16.17]
Season 2 of the 2013 reboot of Killer Instinct brought with it the Shadow AI system: a method of replicating human performance in-game to control AI opponents. We take a look at how it works.
Programming, Design

Blog: The origin of loot boxes and why they're a form of gambling 9
by Gamasutra Community [10.16.17]
In today's post, let's talk about where the design of loot boxes came from, and how they've strayed from providing value into the world of gambling.
Design, Business/Marketing

From Bungie to indie: Marcus Lehto's fresh start at V1  
by Alan Bradley [10.16.17]
"Moving from a huge behemoth like Bungie†to being completely independent was simultaneously refreshing and absolutely terrifying."
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

How cyberpunk spook-'em-up Observer is built to elicit 'catharsis 2.0'  
by Staff [10.13.17]
Bloober Team's Rafal†Basaj joins us as we play a bit more of the studio's latest game, cyberpunk horror game†Observer, and learn what the studio means when it says it makes "hidden horror" games.
Indie, Design, Business/Marketing, Video

Upgraded SteamVR Tracking will support 4 base stations in 2018  
by Alex Wawro [10.13.17]
Valve intends to update the new base stations sometime next year so they can work together in groups of 4, covering a play space of up to 10 x 10 meters.
VR, Design

Blog: Analyzing the systemic AI of Far Cry 1
by Gamasutra Community [10.13.17]
Far Cry is a triple-A video game franchise built on the principles of systemic gameplay and behaviour. We take a look at how this is managed by AI systems in both Far Cry 3 and its sequel.
Programming, Design

Blog: Finding the core of your game 2
by Gamasutra Community [10.13.17]
discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique.