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February 15, 2019
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Updates » Design
Watch Lucas Pope discuss the making of Return of the Obra Dinn  
by Bryant Francis [11.09.18]
Watch game developer Lucas Pope discuss the making of Return of the Obra Dinn.
Console/PC, Design, Video

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [11.09.18]
Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including in-progress screens and video.
Console/PC, Programming, Art, Design, Production

Blog: Designing an intelligent AI for Conflict0: Revolution  
by Gamasutra Community [11.09.18]
This post looks at how we created an engaging artificial intelligence in our last turn-based strategy title, Conflict0: Revolution.
Console/PC, Programming, Design

Going the Distance: Building a game - and community - over six years  
by Joel Couture [11.09.18]
Gamasutra spoke with Jordan Hemenway, creative director at Distance developers Refract, about how the studio took racing in new directions, and built a community over several years.
Design

Video: AI and animation in Assassin's Creed: Brotherhood  
by Staff [11.08.18]
In this GDC 2011 session, Ubisoft's Nicolas Barbeau and Aleissia Laidacker discuss the AI and animation powering the virtual population of Rome in Assassin's Creed: Brotherhood.
Console/PC, Design, Video

Opinion: Return of the Obra Dinn is a work of art  
by Katherine Cross [11.08.18]
Katherine Cross examines Lucas Pope's Return of the Obra Dinn, "a mystery that makes a grand and intricate game out of deduction, whose minimal inputs still manage to cohere into syphonic play."
Console/PC, Indie, Art, Design

Don't Miss: The challenges BioWare faced designing Mass Effect 3 17
by Staff [11.08.18]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Console/PC, Design, Production

Chat with Obra Dinn dev Lucas Pope on the GDC Twitch channel at 9PM ET  
by Bryant Francis [11.08.18]
You can chat with Lucas Pope, creator of Return of the Obra Dinn starting at 9PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Cultural concepts as principles of design 6
by Gamasutra Community [11.08.18]
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.
Design

Take a day to polish your level design skills with peers at GDC 2019  
by Staff [11.08.18]
The Level Design Workshop returns to GDC 2019 for the tenth year running, and if you care at all about levelcraft you won't want to overlook this day-long series of talks!
Console/PC, Indie, Design, GDC

Blog: Conveying information through design  
by Gamasutra Community [11.08.18]
If you play games, odds are you've slogged through countless boring tutorials. But what if I told you there was a better way to teach your players than to front-load them with too much info?
Design

Blog: How world-building elevates video games and fandom  
by Gamasutra Community [11.08.18]
World building may not sound that important to video games, but we're going to look at how three games have engaged their fans and helped to elevate their franchises.
Design, Production

Q&A: Using fear to build an immersive soundscape in Shadow of the Tomb Raider  
by Chris Kerr [11.08.18]
We caught up with Shadow of the Tomb Raider composer Brian D’Oliveira and audio director Rob Bridgett to learn how they used sound to transport players into their very own heart of darkness.
Console/PC, Audio, Design, Production, Video

Video: How to utilize different types of game randomness  
by Staff [11.07.18]
In this GDC 2018 talk, Mars International's Geoff Engelstein examines the different types of game randomness, when each type is useful, and how to generate and use them in a board game context.
Social/Online, Design, Video

Nintendo to remove offensive Native American designs from Super Smash Bros. Ultimate  
by Emma Kidwell [11.07.18]
Nintendo says it will be removing Native American character designs from Super Smash Bros. Ultimate after receiving overwhelmingly negative feedback from players around the depictions.
Console/PC, Design

Don't Miss: Decision modeling for complex game maps in Metroid Prime 4
by Gamasutra Community [11.07.18]
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game.
Console/PC, Programming, Design

Look forward to a Command & Conquer Classic Game Postmortem at GDC 2019!  
by Staff [11.07.18]
Louis Castle​, a game industry veteran known best for co-founding (with fellow luminary Brett Sperry) the trailblazing Westwood Studios, will deilver a Classic Game Postmortem on Command & Conquer!
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Video: Boss battle design fundamentals  
by Staff [11.06.18]
In this GDC 2018 session, Untame's (known for the puzzle-platformer Mushroom 11) Itay Keren discusses the various aspects that make a well-designed, effective and memorable boss battle.
Console/PC, Design, Video

Don't Miss: Invoking the 'feel' of a classic game for Lara Croft Go 5
by Staff [11.06.18]
Lara Croft Go dev Antoine Routon describes how he and his team tried to recreate what they remember it feeling like to play the earliest Tomb Raider games, rather than the games themselves.
Console/PC, Smartphone/Tablet, Design

Blog: AI detecting player from vision using camera and shaders  
by Gamasutra Community [11.06.18]
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
Programming, Design