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February 16, 2019
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Updates » Design
Chat with Mages of Mystralia's devs at 3PM ET  
by Bryant Francis [02.01.19]
The devs behind Mages of Mystralia are taking your questions starting at 3PM ET on the GDC Twitch channel!
Console/PC, Design, Video

See how Path of Exile was built to be played forever at GDC 2019  
by Staff [02.01.19]
Grinding Gear Games' Path of Exile is a free-to-play success story, and at the Game Developers Conference in San Francisco next month you'll get to see how the dev team keeps it going strong.
Console/PC, Social/Online, Design, GDC

What drives retention?: A look at the mechanics that keep players playing 11
by Gamasutra Community [02.01.19]
Game designer Raph Koster defines the key measures behind successful player retention, and breaks down the pros and cons of several proven retention mechanics.
Social/Online, Design, Business/Marketing

Video: How Obsidian built Pillars of Eternity by looking back while moving forward  
by Staff [01.31.19]
At GDC Europe 2016 Obsidian's Josh Sawyer looks at Pillars of Eternity's origins, and how Obsidian went about trying to update the RPG genre while paying tribute to the games that inspired it.
Console/PC, Design, Video, Vault

See how Blizzard brought new HotS hero Orphea to life at GDC 2019 1
by Staff [01.31.19]
Blizzard has a reputation for filling its games with charming, colorful characters, and at the 2019 Game Developers Conference in March you'll get a rare look at how a new Blizzard hero is designed.
Social/Online, Art, Design, GDC

Behind the AI of Horizon Zero Dawn - part 1 6
by Gamasutra Community [01.31.19]
AI researcher Tommy Thompson takes an in-depth look at Horizon Zero Dawn, exploring the gameplay and decision-making systems that bring the game's creatures to life.
Console/PC, Programming, Design

Video: King's guide to level design for casual games  
by Staff [01.30.19]
King's Jeremy Kang takes the stage at GDC Europe 2016 to deliver a rare look at how King (Candy Crush Saga) goes about designing levels for its various free-to-play mobile games.
Social/Online, Smartphone/Tablet, Design, Video, Vault

Learn how great licensed games get made from the Reigns: GoT team at GDC 2019  
by Staff [01.30.19]
Come out to GDC next month and catch the developer of Reigns: Game of Thrones chatting with HBO and Devolver reps about the ups and downs of building a modern licensed game.
Smartphone/Tablet, Design, Business/Marketing, GDC

How do you rejuvenate the skateboarding genre? Put a bird on it! 2
by Aron Garst [01.30.19]
Glass Bottom Games programmer and designer Megan Fox tells us how her upcoming game SkateBird takes the best parts of Tony Hawk's Pro Skater and Skate -- while adding a dose of bird.
Console/PC, Indie, Design, Video

See what ray tracing can do to a game like Quake 2  
by Alex Wawro [01.29.19]
Quake 2 has never been lit like this.
Console/PC, Programming, Design, Video

Video: A game dev's guide to designing great tutorials  
by Staff [01.29.19]
Can you design a tutorial so good your players don't know they're in it? Those Awesome Guys' Nicolae Berbece thinks so, and in this GDC Europe 2016 talk he explores how to pull it off.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

PSA: Just over 24 hours left to register early for GDC at a discount!  
by Staff [01.29.19]
Early registration for the 2019 Game Developers Conference ends tomorrow (Wednesday, January 30th) at 11:59 PM Pacific, so sign up now to save hundreds on your pass!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Learn Slay the Spire's metrics-driven approach to game balancing at GDC 2019  
by Staff [01.29.19]
Attend GDC 2019 in March to learn, firsthand, how the Mega Crit team found success with a metric-driven focus early in development, and throughout the Early Access process!
Indie, Design, Production, GDC

Learn to design immersive worlds the Disney Imagineering way at GDC 2019  
by Staff [01.29.19]
As part of the GDC 2019 Vision Track, Walt Disney Imagineering leaders will discuss the challenges of building interactive worlds and explore the overlap between designing theme parks and video games
VR, Console/PC, Smartphone/Tablet, Design, GDC

EA amends FIFA loot boxes in Belgium after regulators increase pressure  
by Chris Kerr [01.29.19]
The publisher had initially refused to remove or amend loot boxes in its FIFA titles, but "after further discussions with Belgian authorities" has agreed to pull FIFA points from sale by January 31.
Console/PC, Design, Business/Marketing

Blog: Some tricks for controlling navigation in Unity 1
by Gamasutra Community [01.29.19]
Here's a few tricks you can use to get a little more control over controller or keyboard navigation in Unity UI.
Design

GDC Speaker Q&A: Noah Alzayer goes under the mask of Marvel's Spider-Man  
by Staff [01.28.19]
At GDC 2019, hear from Insomniac Games character TD Noah Alzayer about the making of Marvel's Spider-Man's 150+ facial rigs.
Console/PC, Design

Video: Inside the design of the app-integrated board game Mansions of Madness  
by Staff [01.28.19]
In this GDC 2018 talk,  Fantasy Flight Games' Andrew Fischer shares what the design team learned while making the app-assisted cooperative board game Mansions of Madness: Second Edition!
Smartphone/Tablet, Indie, Design, Video, Vault

'BOY' does GDC 2019 offer more great God of War talks than you can shake an axe at! 1
by Staff [01.28.19]
An axe won't be the only thing you recall after you check out some of the 15+ fantastic God of War talks on offer at GDC 2019, each of which offers a unique look at the game's design and development!
Console/PC, Programming, Art, Audio, Design, Production, GDC

Don't Miss: 7 introductory levels that all game developers should study 6
by Staff [01.28.19]
The beginning of a game is crucial. These seven titles all strike a great balance between helping players learn how to play and setting mood and expectations for the hours ahead.
Console/PC, Indie, Design