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January 19, 2018
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Updates » Design
Video: Realizing responsive, high-fidelity character movement in Just Cause 3  
by Staff [10.12.17]
At GDC 2015, Avalanche Studios' Jeet Shroff and Alex Crowhurst broke down how the studio walked the line between responsive movement and smooth animation while making Just Cause 3.
Console/PC, Art, Design, Video, Vault

Don't Miss: Here are 7 games with great learning curves that devs should study 14
by Staff [10.12.17]
Which games offer a masterclass in how to design a well-shaped learning curve? Corey Davis of Psyonix, Chris Bourassa of Red Hook, and Global Game Jame co-founder Ian Schreiber weigh in.
Console/PC, Indie, Design

Riot co-founders returning to the front lines of game development  
by Chris Kerr [10.12.17]
Riot co-founders Brandon Beck and Marc Merrill are leaving the world of management and heading back to the front lines of game development.
Console/PC, Design, Production

Inside the ever-shifting levels of Runic Games' Hob 2
by John Harris [10.12.17]
"It's never 'do we want to make a $20 game or a $60 game?' We always make the best game we can. But there's something magic about the twenty-dollar price tag."
Console/PC, Indie, Design, Video

Check out this deep dive into the source code for Aladdin on Genesis 2
by Alex Wawro [10.11.17]
The Video Game History Foundation has published the first product of its Writing Fund: a deep dive into source code for the Genesis game Aladdin, written by game dev Rich Whitehouse.
Console/PC, Programming, Design

Get a job: Sony PlayStation is hiring a Director of Sound Design  
by Staff [10.11.17]
Sony PlayStation is hiring a Director of Sound Design for its California-based studio.
Audio, Design, Recruitment

Video: Learning from trance and meditation to make better games  
by Staff [10.11.17]
At GDC 2017, indie game designer Robin Arnott dug into the value of trance states, and offered fellow devs insight into how to induce such experiences by studying the many causes and types of trance.
Indie, Design, Video, Vault

Blog: Why characters in Ebony Spire behave the way they do 1
by Gamasutra Community [10.11.17]
Here's how I designed the AI in my dungeon crawler. The article looks at a way to implement two different approaches: a need driven system, and a ratio based decision making system.
Programming, Design

Dust II to Dust II: How Valve rebuilt a classic Counter-Strike map 3
by Chris Kerr [10.11.17]
Valve has explained how it handled the delicate task of giving Dust II, one of its most beloved Counter-Strike: Global Offensive maps, a facelift for the modern age.
Console/PC, Design

Blog: Open-world RPGs and the Hinterlands problem 10
by Gamasutra Community [10.11.17]
An analysis of common pitfalls in contemporary open-world RPGs that lead to narrative inconsistency and player dissatisfaction.

What are Japanese devs saying about the recent Tokyo Game Show? 2
by Brandon Sheffield [10.11.17]
I feel there’s nothing new and challenging being made in Japan. I got the feeling that only games with strong existing IP and characters were being shown.
Console/PC, Indie, Design, Business/Marketing

Blog: Applying a user-centered approach to control design  
by Gamasutra Community [10.10.17]
In this post, I discuss how user-centred design techniques from the field of human-computer interaction can be applied to game development.

How GLaDOS solved one of Portal's biggest problems 1
by Chris Kerr [10.10.17]
"In any game's development, there are too many decisions to count, and many of them will ruin the game if made incorrectly. One decision that ended up being very important was the one behind GLaDOS."
Console/PC, Design

Blog: Bringing Galaxy on Fire to Vulkan - Part 3 1
by Gamasutra Community [10.10.17]
This is third in a series of posts where we talk about how we brought our game to Vulkan, and the problems and pitfalls we encountered along the way.
Programming, Design

A view from the director's chair of Assassin's Creed: Origins  
by Bryant Francis [10.10.17]
Gamasutra talked to Assassin's Creed: Origins director Ashraf Ismail about leading gigantic teams while still chasing creative ideas in game design.
Console/PC, Design, Video

Blog: Why it's important to make a game about women in tech 21
by Gamasutra Community [10.09.17]
Creating a game is a time consuming undertaking, so you should be able to identify with the games message. The blog outlines why I want my next game to be about women in tech.

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today 3
by Garth DeAngelis [10.09.17]
Five years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Video Game Deep Cuts: XXX Loot On Your Steam Death  
by Gamasutra Staff [10.08.17]
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Blade Runner game ensured players never knew who to trust 4
by Alex Wawro [10.06.17]
"The dice would pick whether characters were replicants or not," recalls Playful's David Leary in a new chat with Eurogamer about his work on Westwood Studios' 1997 Blade Runner adventure game.
Console/PC, Design

Gamasutra plays the Star Wars Battlefront II multiplayer beta  
by Bryant Francis [10.06.17]
Watch as the Gamasutra crew attempts to save and/or conquer the galaxy in the Battlefront II multiplayer beta.
Console/PC, Design, Video