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January 21, 2018
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Updates » Design
Blog: How we created Endless Space 2's alternate reality game  
by Gamasutra Community [01.10.18]
For the release of Endless Space 2, we put together an Alternate Reality Game based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected.
Design, Production

Chat with the man behind Frog Fractions 2's alternate reality game at 3PM EST  
by Bryant Francis [01.10.18]
We're streaming Glittermitten Grove, a complete normal fairy game that has nothing to do with Frog Fractions 2, at 3PM EST with the man who built the game's complicated ARG.
Console/PC, Design, Video

Blunder years: Game devs talk about their biggest mistakes  
by Chris Kerr [01.10.18]
In an effort to prove that sometimes it's okay to mess up, veteran animator Dan Perry asked his fellow game makers to tweet about some of the most agonizing mistakes they've made over the years.
Programming, Design, Production, Business/Marketing

NSPCC and Aardman create mobile game to help combat child abuse  
by Chris Kerr [01.10.18]
"We are proud to have been able to work with the NSPCC to create this valuable resource for children and their parents."
Smartphone/Tablet, Design

Microsoft is working on a new Xbox career system 2
by Emma Kidwell [01.09.18]
Microsoft is working on a new "career" system for Xbox achievements, which will feature levels, prestige ranks, and rewards such as loot crates with cosmetic items for avatars.
Console/PC, Design

Weekly Jobs Roundup: Wargaming, Naughty Dog, and more are hiring now!  
by Staff [01.09.18]
Companies like Wargaming, PlayQ, Gunfire Games, and Naughty Dog are hiring engineers, designers, producers, and more on the Gamasutra job board.
Programming, Design, Production, Recruitment

Don't Miss: Deconstructing Heavy Rain and its billing as an interactive film 21
by Gamasutra Community [01.09.18]
Ian Bogost looks at Quantic Dream's Heavy Rain in the context of film and cinematography's history to explain why he feels the game, billed as an "interactive film," is not quite that.
Console/PC, Design

Improve your storytelling chops at the GDC 2018 Narrative Summit!  
by Staff [01.09.18]
With GDC 2018 months away, organizers highlight great Game Narrative Summit talks on everything from writing sex in games to what Mike Laidlaw learned about storytelling 14 years at BioWare.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Prey devs explore the tenets of immersive sim design  
by Chris Kerr [01.09.18]
Video game documentary maker NoClip has uploaded an interview with Prey designer Ricardo Bare and game director Raphael Colantonio that explores what goes into creating immersive sims. 
Console/PC, Design, Video

Come on and slam at the GDC 2018 NBA Jam Classic Game Postmortem!  
by Staff [01.09.18]
Mark Turmell, a longtime game designer and programmer who's been making games since the '80s, will be at GDC 2018 in March to present a fascinating Classic Game Postmortem of NBA Jam
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The successes and failures of my debut game 2
by Gamasutra Community [01.09.18]
Can you talk about your game, is the pricing right and how does the game feel? These are just some of the points I am going to look at in this blog post.
Design, Production

Blog: A UI system architechture and workflow for Unity 18
by Gamasutra Community [01.09.18]
In this post, I talk about the UI system I built for Blood Runs Cold which is by no means a silver bullet, but contains some ideas that were battle tested in released mobile games.
Design

Classic Tools Retrospective: Tim Sweeney on the first version of UnrealEd 9
by Gamasutra Community [01.09.18]
Epic founder Tim Sweeney talks to David Lightbown about UnrealEd, one of the most popular level editors in the game industry, used to build levels for Unreal, Deus Ex, Gears of War, BioShock and more.
Console/PC, Indie, Programming, Design, Production, History

Video: Shenmue director Yu Suzuki's classic GDC 2000 interview  
by Staff [01.08.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production, Video, Vault

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.08.18]
As AGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Programming, Design, Production, Business/Marketing

Blog: Free player movement and static worlds 8
by Gamasutra Community [01.08.18]
A game can either have an open world where players move freely, or a world that changes as the plot advances. If it has both, players might miss out on a chunk of content. Here's how to avoid that.
Design

At GDC 2018 get expert advice on making successful games with licensed IP  
by Staff [01.08.18]
At GDC 2018 N3twork's Eric Seufert aims to give you a framework for assessing an IP license for a mobile F2P game in terms of its user acquisition value, using examples from his own experience.
Smartphone/Tablet, Design, Business/Marketing, GDC

Blog: The winning formula behind playable ads 1
by Gamasutra Community [01.08.18]
Playable ads create an entirely new ad experience built around the player -- an ad that doesn’t feel like an ad and is actually welcomed by users.
Design

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Harvey Smith on growing as a developer from Deus Ex to Dishonored  
by Emma Kidwell [01.05.18]
In a Noclip Sessions interview, director at Arkane Austin Harvey Smith sat down to discuss game design, world building, and the growth he experienced as a developer over the years. 
Design