Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 16, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Enjoy a bit of fresh insight into how Nintendo built Breath of the Wild  
by Alex Wawro [10.03.17]
Today on Twitter, Capcom's Matt Walker translated some of the intriguing takeaways from a recent talk given by Breath of the Wild director Fujibayashi Hideyuro & senior lead artist Makoto Yonezu. 
Console/PC, Design

Video: The evolution of rodeoing giant robots in Titanfall  
by Staff [10.03.17]
At GDC 2017 Respawn's Chin Xiang Chong gives a guided tour of the development of the "rodeo" system in Titanfall, showing early prototypes of players riding big robots & sharing lessons learned
Console/PC, Design, Video, Vault

Connecting educators with the unique teaching ability of games  
by Joel Couture [10.03.17]
Santeri Koivisto, CEO of TeacherGaming, looks to connect teachers with the educational value in games like Kerbal Space Program, Epistory, and Democracy 3.
Console/PC, Indie, Serious, Design, Business/Marketing

Blog: How do games engage with our two brains? 4
by Gamasutra Community [10.03.17]
There are two brains, at least, in our heads. They operate as two distinct systems with different features and abilities, and well-designed games engage both systems effectively. Here's how.
Programming, Design

Devs celebrate the art of level design with 'Blocktober' hashtag 1
by Chris Kerr [10.03.17]
Ever wondered how level designers plan out vast, sweeping levels without getting lost in a labyrinth of their own making? Well, get ready to find out.
Design, Production

Blog: What is UX, and how does it help your game? 5
by Gamasutra Community [10.03.17]
Games user researcher Sebastian Long digs into the nitty gritty of 'user experience' in games to better understand the benefits it brings.
Design

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Evolving Sweryism - how the Japanese auteur is grappling with indie life  
by Bryant Francis [10.02.17]
"In my take on realism, I like to take that reality of something, and provide my twist."
Console/PC, Design, Business/Marketing, Video

Get a job: Skydance Interactive is looking for a Narrative Designer  
by Staff [10.02.17]
Skydance Interactive is looking for a Narrative Designer to work on cutting-edge story-driven VR games and design and create innovative player experiences in Marina Del Rey, California.
VR, Design, Recruitment

Fallout 4 VR to be bundled with the HTC Vive  
by emma kidwell [10.02.17]
HTC has announced today that the HTC Vive is set to be bundled with the upcoming Fallout 4 VR, set to launch December 12th of this year.
VR, Design, VRDC

Blog: Principles for adapting games from other media  
by Gamasutra Community [10.02.17]
Outsider Games co-founder Stephen Downey looks at some core principles for adapting games from other media.
Design

Crafting the visuals of 20XX for maximum comprehensibility  
by Joel Couture [10.02.17]
"The game’s second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: The Creative Loot Box Observer  
by Gamasutra Staff [10.01.17]
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Q-Games' Dylan Cuthbert share stories of coding Star Fox  
by Alex Wawro [09.29.17]
Dylan Cuthbert appeared today in the latest episode of Double Fine's ongoing "Devs Play" video series to share game dev trivia about the making of the 1993 Super Nintendo game Star Fox.
Console/PC, Design, Production, Video, Vault

Surviving the unexpected in indie development to make Ruiner  
by Bryant Francis [09.29.17]
We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters.
Console/PC, Indie, Design, Production, Video

Video: Applying 3D level design skills to Hyper Light Drifter's 2D world  
by Staff [09.29.17]
At GDC 2017, game designer Lisa Brown explains how she applied 3D level design skills she'd honed at Insomniac Games to her work as a level designer on Heart Machine's 2D game Hyper Light Drifter
Indie, Design, Video, Vault

Blog: A postmortem of my first indie game 8
by Gamasutra Community [09.29.17]
After many years working in the industry as a game developer, I decided to quit my job, setup my business, and become an indie developer. Here's how it played out.
Programming, Design, Production

Blog: Moving away from GitFlow development 5
by Gamasutra Community [09.29.17]
Let's discuss the different source control practices I've used in the past, and why I've decided to move from GitFlow to trunk-based development.
Programming, Design

Classic Postmortem: No One Lives Forever 2: A Spy in HARM's Way 3
by Craig Hubbard [09.29.17]
Fifteen years ago today, the campy shooter No One Lives Forever 2: A Spy in H.A.R.M.’S Way was released. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Don't Miss: Edmund McMillen's postmortem of The Binding of Isaac 26
by Edmund McMillen [09.28.17]
Six years ago, Edmund McMillen's Zelda-inspired religious roguelike broke the mold and became a surprise hit. Take a look back at this classic postmortem on how those stars came to align.
Indie, Art, Design, Production