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June 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Don't Miss: Making Her Story and using the player's imagination as a narrative tool  
by Staff [03.14.18]
In this GDC 2016 talk game designer Sam Barlow shares lessons learned from making Her Story and explores why the most powerful game engine in the world is your player's brain.
Indie, Design

Hone your game design skills at the GDC 2018 Game Design Workshop  
by Staff [03.14.18]
GDC 2018 attendees are invited to attend the two-day workshop and take part in hands-on activities, group discussion, analysis and critique of the art and science of game design!
VR, Console/PC, Smartphone/Tablet, Indie, Design, GDC

Learn to better fight toxicity from the new Fair Play Alliance at GDC 2018  
by Staff [03.14.18]
Heads up, game makers: the 2018 Game Developers Conference starts Monday, and this year organizers are excited to welcome a lineup of great talks from the folks at the Fair Play Alliance!
Serious, Design, GDC

Valve launches VR resolution auto-optimization tool for SteamVR  
by Chris Kerr [03.14.18]
Available though the Steam VR beta, the new 'runtime' feature measures the speed of a user's GPU and tells applications to render at an appropriate resolution based on its power. 
VR, Design

Q&A: How Epic pared down Fortnite Battle Royale to be fast and approachable 2
by Dante Douglas [03.14.18]
Epic's Eric Williamson & Zack Estep open up about the pedal-to-the-metal development of Fortnite Battle Royale & how the team pared down Fortnite's systems to make it approachable & quick to play.
Console/PC, Social/Online, Design

Video: Looking at open world games to understand player autonomy 1
by Emma Kidwell [03.13.18]
In this 2017 GDC session, Immersyve's Scott Rigby discusses the pitfalls of designing for player autonomy, providing developers with an accurate blueprint of what autonomy truly means.
Console/PC, Design, Video

Blog: Creating a real-time dynamic cover system for Unreal Engine 4
by Gamasutra Community [03.13.18]
Here's how to create a robust cover system in Unreal Engine 4 that updates itself in real-time, responds to dynamic changes in the environment, and multi-threading to parallelize computation.
Programming, Design

Google announces new open source multiplayer server Agones  
by Emma Kidwell [03.13.18]
Google announced today the launch of Agones, a new open-source project built using the cloud based Kubernetes platform to provide developers with more freedom and flexibility when running multiplayer games.
Social/Online, Design

Blog: Breaking down the cities of Civilization  
by Gamasutra Community [03.13.18]
Why Not Games programmer and designer Nikhil Murthy breaks down the components of the cities in the Civilization series.
Console/PC, Design

This alternate montage challenges the White House's violent games reel 7
by Chris Kerr [03.13.18]
Games for Change has responded to the 'violence in video games' montage shown during the White House's recent video game violence meeting by putting together a very different supercut of its own. 
Console/PC, Art, Design, Video

Blog: The impact of random number generation on game design 3
by Gamasutra Community [03.13.18]
The use of RNG or random number generation is a mainstay of game design, and today we're going to talk about how a little can go a long way towards changing your gameplay.
Design

Video: How to establish characters in games  
by Emma Kidwell [03.12.18]
In this 2014 GDC session freelance writer Jeremy Bernstein discusses memorable characters in video games, addressing the unique challenges in establishing characters in games.
Console/PC, Design, Video

Don't Miss: Postmortem: Fatshark's Warhammer: End Times - Vermintide 4
by Staff [03.12.18]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Digging into In the Valley of Gods' thoughtful hair design 1
by Chris Kerr [03.12.18]
"We ended up adding individual controls for each type of lighting we wanted the hair to respond to, based on Claire's specific concept art."
Console/PC, Design

Sponsored: Defining the next generation of user interfaces 3
by Noesis [03.12.18]
Noesis Technologies discusses the mandatory characteristics that any modern user interface middleware must offer, and explains how its own solution, NoesisGUI, addresses them.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Sponsored Article

Devs weigh in on the best ways to use (but not abuse) procedural generation 3
by Alan Bradley [03.12.18]
Devs on Into the Breach, Astroneer, and Moon Hunters chat with Gamasutra about how they've learned to best use proc-gen techniques in their games -- and what other devs looking to start should know.
Console/PC, Indie, Programming, Design, Production

Video: How to design NPCs that will increase player empathy  
by Emma Kidwell [03.09.18]
In this 2016 GDC talk, Polyhedron Productions' CJ Kershner suggests best practices for writers and designers interested in increasing the narrative value of NPCs.
Console/PC, Design, Video

Blog: Making a multiplayer PC game playable cross-platform on PS4 5
by Gamasutra Community [03.09.18]
Guns of Icarus Alliance dev Howard Tsao writes in detail about the process and challenges of taking the multiplayer game from PC to PS4 and making cross-platform play with voice chat a reality.
Console/PC, Social/Online, Programming, Design, Business/Marketing

How Guardian Heroes took inspiration from Capcom's Alien vs. Predator  
by Emma Kidwell [03.08.18]
Shmuplations publishes a translated interview with Guardian Heroes designer Tetsuhiko Kikuchi, where he discusses studio reputation and what games influenced his design during production.
Console/PC, Design

Don't Miss: How Nintendo designed the inviting mini-world of Animal Crossing 4
by Staff [03.08.18]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Console/PC, Design