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April 18, 2019
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Updates » Design
Blog: How punishment systems can hurt gameplay 10
by Gamasutra Community [04.12.19]
Games may be built on win and lose states, but we're going to talk about punishment systems and how they tend to take things too far in kicking players when they're down.
Design

Video: A classic game postmortem of Westwood Studios' Command & Conquer 2
by Staff [04.11.19]
Four of the minds behind the 1995 release Command & Conquer sat down at GDC to share an hour-long deep dive into the creation of the classic RTS game.
Console/PC, Design, Video, Vault

Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [04.11.19]
"Everything in the game helps the player define the pace," explains Reigns creator Francois Alliot. "In the game you can swipe very quickly or you can take your time, and we adapted everything around that."
Smartphone/Tablet, Design, Production

Blog: How we made twin-stick shooter Flutter Bombs  
by Chris Kerr [04.11.19]
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
Console/PC, Design

Blog: A game jam survival kit 2
by Chris Kerr [04.11.19]
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive folder I created to help jammers all over the world. This article is a complement to it. Enjoy.
Design, Production

An inside look at Wargroove's wicked design choices 1
by Bryant Francis [04.11.19]
The developers of Wargroove share some insight behind the game's game design, tooling, and technical implementation to help other strategy game developers.
Console/PC, Art, Design, Production

Watch Falcon Age's lead dev dive into the making of this bird-tastic tale  
by Bryant Francis [04.10.19]
Pick up some tricks and tips about game design and marketing your indie game in this interview with Falcon Age lead developer Chandana Ekanayake.
Design, Business/Marketing, Video

Video: Embracing change on the road to reinventing God of War  
by Staff [04.10.19]
Creative director Cory Barlog walks through the countless gut-wrenching failures and joyfully sweet successes experienced on the road to releasing God of War.
Console/PC, Design, Production, Video, Vault

Don't Miss: Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Alissa McAloon [04.10.19]
"We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should," says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

Chat with Falcon Age creative director Chandana Ekanayake at 3PM ET  
by Bryant Francis [04.10.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake is taking your questions starting at 3PM ET about the making of Falcon Age.
VR, Console/PC, Design, Video

YouTube wants to make choose-your-own-adventure shows  
by Chris Kerr [04.10.19]
It's interesting to see YouTube experiment with the gamification of more traditional media, given it's only been a few months since fellow media outfit Netflix began doing the same.
Design, Production, Business/Marketing

Blog: Tips on writing code for data-oriented design 4
by Gamasutra Community [04.10.19]
Relic Entertainment game engine programmer Marc Costa explains his personal preferences on writing code for data-oriented design instead of object-oriented design.
Programming, Design

How to effectively use procedural generation in games 4
by Darius Kazemi [04.10.19]
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
Console/PC, Indie, Programming, Design

Video: Creating the visceral and compelling action of Devil May Cry 5  
by Staff [04.09.19]
Three minds behind Devil May Cry 5 offer a look at the team's development process, walking through how they work backward from player experience to create a compelling cast, world, and gameplay
Console/PC, Design, Video, Vault

Blog: The not so simple secrets to making good tutorials 3
by Gamasutra Community [04.09.19]
Tutorial design can be very hard for designers to wrap their head around, but we're going to talk about some basic concepts to understand when trying to teach a player about your game.
Design

Video blog: Historians discuss Return of the Obra Dinn  
by Chris Kerr [04.09.19]
Historians Bob Whitaker and Meaghan Walker consider Lucas Pope's Return of the Obra Dinn. Topics include seafaring in the Napoleonic Era, nostalgia for the Age of Sail, and the Memento Mortem.
Console/PC, Design

Respawn accidentally turns on quitting penalty in Apex Legends 1
by Chris Kerr [04.09.19]
In the most recent Apex Legends patch, Respawn accidentally implemented a work-in-progress cooldown deterrent designed to discourage people from leaving games early.
Console/PC, Design

Exploring the secret depths of Bubble Bobble's design 5
by John Harris [04.09.19]
Taito's bubble-popping classic holds a number of secrets, and in this guide an expert will show you how to find one that unlocks the game's hidden language and showcases a new dimension of its design.
Console/PC, Design

God of War director: accessibility isn't at odds with creative vision 1
by Alissa McAloon [04.08.19]
Cory Barlog, director of Sony Santa Monica’s recent 2018 release God of War, weighed in on the issue on Twitter, offering a succinct: "Accessibility has never and will never be a compromise to my vision."
Console/PC, Indie, Design

Don't Miss: Creating believable crowds in Planet Coaster 3
by Staff [04.08.19]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design