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March 25, 2018
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Updates » 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.

Video: How to establish characters in games  
by Emma Kidwell [03.12.18]
In this 2014 GDC session freelance writer Jeremy Bernstein discussesmemorable 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 3
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

Come out to GDC 2018 and learn to better tell stories in VR!  
by Staff [03.08.18]
At GDC 2018 Baobab Studios cofounderEric Darnellwill break down the challengesoftelling a narrative VR story where the user has control, as well as techniques Baobab has developed to tackle them.
VR, Design, GDC

Blog: My favorite game accessibility quotes of 2017 3
by Gamasutra Community [03.08.18]
2017 was yet another bumper year for accessibility, with ever more people saying all kinds of inspiring and thought provoking things about accessibility. Here are a few of my favourites.

Blog: Effectively introducing game mechanics  
by Gamasutra Community [03.08.18]
Veteran designer Max Pears breaks down how devs introduce mechanics, looking into some of the common mistakes and how they can be overcome.

Designing great hitboxes for a 2D beat-'em-up with swords and shields 1
by Jack Yarwood [03.08.18]
Gamasutra chats with the creative director and lead programmer of 2D beat-'em-up Wulverblade about the tricky process of dialing in satisfying hitboxes for a 2D game with weapons and shields.
Indie, Art, Design

Video: Insomniac's unconventional pitch for Sunset Overdrive  
by Emma Kidwell [03.07.18]
In this 2015 GDC talk, Insomniac Games'Drew Murray discusses how the team pitched Sunset Overdrive withoutreferencingothergames as examples.
Console/PC, Design, Production, Video

Cataloguing soda machines in games throughout the ages 1
by Emma Kidwell [03.07.18]
After being inspired by a soda machine in Batman: ArkhamKnight, professor Jason Morrissette decided to start cataloguing the different ways video games represent the machines.
Console/PC, Design

Weekly Jobs Roundup: Volition, Creative Assembly, and more are hiring now!  
by Staff [03.07.18]
Here are just some of themany, manypositionsbeing advertised right now on Gamasutra's job board.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Recruitment

The time and place for jump scares, according to horror devs 2
by Alissa McAloon [03.07.18]
PC Gamer sat down with a number of noted horror game makers to discuss one of the genres most infamous features.
Console/PC, Indie, Design