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April 25, 2018
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Updates » Design
How Anamorphine strives to depict mental health differently  
by Emma Kidwell [01.29.18]
In aNoclipSessions interview, producerat Artifact 5Samantha Cookdiscusses the challenges of depicting mental health in a surreal way for their upcoming title Anamorphine.
Indie, Design, Video

Don't Miss: Breaking down the visual design of Shadow of the Colossus 3
by Gamasutra Community [01.29.18]
"It is not the graphic engine that left its mark on the players, but the beautiful art direction of the game." Frederic Fourcade shares his observations from the PS2 version of the iconic game.
Console/PC, Art, Design

PSA: 2 days left to register early for GDC 2018 at a discounted rate!  
by Staff [01.29.18]
With just over 48 hours to go beforeearly registration for Game Developers Conference 2018endsWednesday, January 31st at11:59 PM Pacific,now's the time register at a discounted rate!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: What is good game design?
by Gamasutra Community [01.29.18]
After a little hiatus, I'm back with a video discussing which directions to follow to evaluate if your design is good.

Blog: Data-driving Unreal Engine 4 for everyday workflow 2
by Gamasutra Community [01.29.18]
Avoiding reliance on cooked/binary data for data-driven game elements and/or everyday workflow and using basic JSON files for data. And JSON is, of course, introduced by none other than Ethan Mars from Heavy Rain.
Programming, Design

How The Room devs succeeded on mobile, 'the only option left to us' 1
by Jennifer Allen [01.29.18]
Fresh off the release of The Room: Old Sins, Fireproof Games' Barry Meade chats with Gamasutra about what the studio has learned in ten years of game dev, and how it stumbled into success on mobile.
Smartphone/Tablet, Indie, Design, Business/Marketing

Video Game Deep Cuts: Gorogoa's Lair of Coziness  
by Gamasutra Staff [01.29.18]
This week's Video Game Deep Cuts includes a deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of 'coziness' in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How to solve design problems through examining real sports  
by Emma Kidwell [01.26.18]
In this 2013 GDC session, game designer Bennett Foddy discusses five different ways that real world sports have solved risk/reward problems in game design.
Design, Video

Designing Engare, a game born of a charming geometry problem 1
by Joel Couture [01.26.18]
"One day my geometry teacher asked a question and everyone in the class was so fascinated by that question," says Engare dev Mahdi Bahrami. "I decided to make a little game based on this question."
Indie, Art, Design

See how AI drives the boys of Final Fantasy XV at GDC 2018  
by Staff [01.26.18]
GDC 2018is shaping up to be chock-a-block with great talks, so organizers want to make sure you don't miss this talk from Square Enix about the AI driving the Very Good Boys of Final Fantasy XV!
Console/PC, Programming, Design, GDC

Blog: How to make healthy games 13
by Gamasutra Community [01.26.18]
Ramin Shokrizade identifies the two core consumer needs, and suggests that by meeting those needs directly we can improve product success and consumer health.
Design, Production

How MidBoss encodes a player's game data in shareable 'death cards' 1
by Jay Allen [01.26.18]
Gamasutra speaks with MidBoss developer Emma "Eniko" Maassen about sharing save files via Twitter, steganographically encoded in an embedded image of the protagonist's grisly fate.
Indie, Programming, Design, Business/Marketing

Check out Celeste's remarkably granular 'Assist' options 1
by Emma Kidwell [01.25.18]
Celeste is a 2D platformerreleased earlier today thatfeatures an "assist mode" designed for players who might find thegame inaccessibledue to its difficulty.
Indie, Design

PSA: GDC 2018 attendees, book your travel and accommodations!  
by Staff [01.25.18]
If you're planning on attending GDC 2018in March, book your travel and accommodations sooner rather than later -- you can access discounted rates via the GDC Travel hub!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Here's a look at what you'll find in GDC 2018's Retro Play showcase!  
by Staff [01.25.18]
Here's an early look at what to expect from the exhibitors showcasing classic games and hardware atGDC Retro Play, the interactive spaceat GDC 2018dedicated to video game history!
Console/PC, Design, History, GDC

Splatoon 2 and Arms devs will be speaking at GDC 2018!  
by Staff [01.25.18]
These two GDC 2018 talks from Nintendo promise fresh insight into the design and development ofArmsandSplatoon 2, which togetherwere something of a one-two punch for the Switch last summer!
Console/PC, Design, Production, GDC

Global Game Jam returns for 10th anniversary celebrations  
by Chris Kerr [01.25.18]
The annual development menagerie sees people from around the world come together to create games based on a selected theme.
Programming, Design, Production

Blog: Teaching players how to rig elections 4
by Gamasutra Community [01.25.18]
Here's how we made a game designed to teach people about politics, without making it boring.

Blog: 5 common student game dev mistakes, and how to avoid them  
by Gamasutra Community [01.25.18]
As a lecturer in game design I see and play a lot of student games. lot of these games seem to make the same recurring mistakes. This article hopes to help provide solutions on how to avoid these mistakes with your first game.

Iconoclasts developer talks making a game that just 'feels right'  
by Bryant Francis [01.24.18]
We talked to the solo developer who brought the side-scrolling Iconoclasts to life.
Console/PC, Design, Video