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April 18, 2019
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Updates » Design
Don't Miss: A different approach to difficulty 4
by Alex Vu [04.01.19]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design

What Astroneer's devs learned while leaving Early Access  
by Bryant Francis [04.01.19]
One of the lead developers on Astroneer breaks down what his company has learned since completing the journey through Early Access.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones? 1
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Why 11 Bit Studios endeavors to put emotion and meaning first in game dev  
by Alissa McAloon [03.29.19]
"We didn't want to do this hard mentally tiring game […] so we thought hey maybe we’ll do some 'gamer's game' with a cool idea and cool gameplay. But at the end it just sucked.”
Indie, Design, Production, GDC

Designing for deck-building in video games  
by Diego Arguello [03.29.19]
Gamasutra speaks with designers behind SteamWorld Quest, Hand of Fate, Slay the Spire, and Cultist Simulator to find out tips and methods for card-based design in video games.
Console/PC, Indie, Design

Video: A West of Loathing design postmortem  
by Staff [03.28.19]
In this 2018 GDC session, Zack Johnson breaks down the tools and technology the Asymmetric Publications team used to make West of Loathing
Indie, Design, Video

Don't Miss: Streamlining how players deal with death in games 23
by Staff [03.28.19]
Designer Dan Andrei Carp explores different ways that developers have made death less painful for the player across a wide range of games, as a Game Over screen "only serves to add insult to injury."
Design

Wash your game's windows: An argument for clean mechanics 3
by Gamasutra Community [03.28.19]
Independent game dev Lars Doucet (Defender's Quest) says: "Playing a game with unclear mechanics is like peering through a dirty, smudged window. This calls for some Windex!"
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Systemic AI design in Just Cause 3  
by Staff [03.27.19]
In this 2017 GDC session, Avalanche Studios' Robert Meyer discusses the technical designs, interfaces, and methods the studio used to develop a robust AI system that was flexible for level designers.
Console/PC, Programming, Design, Video

GDC 2019, as told through livetweets  
by Bryant Francis [03.27.19]
Here are some high-quality livetweets of GDC 2019 that may help you learn more about the game-making process.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Don't Miss: The Heartbeat Symposium - Exploring love, sex, and intimacy in games  
by Staff [03.27.19]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Indie, Art, Design

Blog: The colonial, non-colonial, and decolonial in video games
by Gamasutra Community [03.27.19]
Why Not Games programmer and designer Nikhl Murthy delves into colonial, non-colonial and decolonial mechanics.
Design

Blog: A design examination of Resident Evil 2 Remastered 5
by Gamasutra Community [03.27.19]
My written and video thoughts on the Resident Evil 2 Remastered and how it applies both action-horror and survival horror game design.
Console/PC, Design

Cyberpunk 2077 developer CD Projekt spent heavily on R&D in 2018 1
by Chris Kerr [03.27.19]
The cumulative balance of the company's R&D expenditures topped $65.4 million during 2018, with the Polish outfit keen to scale up its production capabilities on home soil. 
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Building a 'homebrew' video game console
by Sergio Vieira [03.27.19]
This post serves as an introduction to a "homebrew" video game console made from scratch, using a lot of inspiration from retro consoles and modern projects but with a unique architecture.
Programming, Design, Production

Video: Understanding player autonomy in game design  
by Staff [03.26.19]
In this 2017 GDC session, Immersyve's Scott Rigby explains why it's valuable for developers to have a nuanced understanding of player autonomy. 
Console/PC, Design, Video

Get a job: Rocket League dev Psyonix is hiring an experienced UI Lead  
by Alissa McAloon [03.26.19]
Psyonix, an independent video game developer located in downtown San Diego, is looking for an experienced UI Lead to oversee interface design and development on Rocket League.
Console/PC, Indie, Design, Recruitment

Blog: The best slides I saw at GDC 2019  
by Gamasutra Community [03.26.19]
You see a lot of slides at GDC. These are the best ones from the sessions I attended.
Programming, Design, Production

Blog: The free-to-play story of Pish Posh Push 2
by Gamasutra Community [03.26.19]
Back in 2017 I launched my first freemium game on Google Play. The next 18 months included rapid increases and sudden drops in revenue, and even saw the game pulled from the store. Here's my story.
Design

How submarine sims shaped the design of Objects in Space  
by Joel Couture [03.26.19]
Gamasutra sat down with Leigh and Elissa Harris of Flat Earth Games to talk about the making of Objects in Space, a game that gives players a starship and sets them free in a galaxy to do as they will.
Indie, Design