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April 19, 2018
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Updates » Design
Blog: Avenues for success and the cost of combat in RTS games 1
by Gamasutra Community [04.02.18]
Many real-time strategy games are built around the idea that the players who can churn out the most damage per second are the winners. Let's talk about how to subvert that.
Console/PC, Indie, Design

Sponsored: How Arm is solving mobile game development's big 3 challenges  
by Arm [04.02.18]
At GDC 2018, find out how Arm is addressing what it calls the "holy grail of mobile game development."
VR, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Sponsored Article

Making a civilization-scale crafting system for Jason Rohrer's One Hour One Life 2
by Alex Wiltshire [04.02.18]
“The user interface," says developer Jason Rohrer. "Part of it is me figuring out as a solo developer, how to make a game that’s as big as all the content that’s in the real world, right?”
Social/Online, Indie, Design, Video

Video Game Deep Cuts: Guns, Water & The Nintendo King  
by Gamasutra Staff [04.01.18]
This week's longform article highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A development postmortem of Pressure Overdrive  
by Gamasutra Community [03.30.18]
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world.
Design, Production, Business/Marketing

Blog: How Breath of the Wild brings maturity to Nintendo's game design 1
by Gamasutra Community [03.30.18]
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.
Console/PC, Design

More than 'Orcs in Space': Devs measure the enduring influence of StarCraft  
by Alan Bradley [03.30.18]
Game makers from Blizzard, Riot, Gas Powered Games, and more cast themselves back to the strange, hazy days of the late '90s to talk about how StarCraft changed the way they thought about game design.
Console/PC, Design, Business/Marketing, History

Video: Retaining player retention in Runescape  
by Staff [03.29.18]
In this 2015 GDC session, Jagex Game Studios' Phil Mansell discusses how designers can improve retention rates of returning players in online games by examining Runescape.
Console/PC, Social/Online, Design, Video

Opinion: Octobo wants to be your kid's best friend  
by Katherine Cross [03.29.18]
Gamasutra contributor Katherine Cross checks in on the development of Octobo, a cuddly blue octopus educational toy from developer Yuting Su that's brought to life by the addition of a tablet.
Indie, Design, Video

Don't Miss: How Red Faction: Guerrilla uses player freedom to drive open-world design 17
by Staff [03.29.18]
With a "re-mars-ter" on the way, take a look back at this in-depth 2010 breakdown from Red Faction: Guerrilla's design director on how devs learned to channel player freedom through design.
Console/PC, Design

To prevent toxicity, design games with community management in mind 1
by Alissa McAloon [03.29.18]
"Community is now, more than ever, an actual part of game design," argued Flaregames' Tara Brannigan. "It’s not something you staple on the end."
Social/Online, Design, GDC

Art Design Deep Dive: Crossing Souls' striking '80s-infused pixel art  
by Juan Gabriel Jaén and Daniel Benitez [03.29.18]
Fourattic cofounders Juan Gabriel Jaén and Daniel Benitez write in some detail about how they implemented the striking art design of Crossing Souls, in which modern pixel art meets '80s pop culture.
Indie, Art, Design, Deep Dive

How a focus on 'realism' hamstrung the Until Dawn dev's VR shooter  
by Alex Wawro [03.28.18]
"We intended and expected to mimic the established conventions for first-person shooters and, where relevant, VR," a dev told Eurogamer. "But the studio blocked any design that wasn't 'realistic'."
VR, Design, Production

Weekly Jobs Roundup: Square Enix, Bossa Studios, and more are hiring now!  
by Staff [03.28.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, here are just some of the many, many positions being advertised right now.
Programming, Design, Recruitment

Don't Miss: 'Make me think, make me move': New Doom's deceptively simple design 10
by Staff [03.28.18]
For Doom 2016, reaching design goals and staying true to what makes Doom, Doom, was all about establishing clear development goals and maintaining a sharp focus.
Console/PC, Design

Blog: How math helped design a game  
by Gamasutra Community [03.28.18]
Tiny Trees is a competitive tree-growing board game where the trees you grow branch into the third dimension. I investigate the math behind our design so you can apply it to your own projects.
Design

Blog: Are hybrid AIs the answer to better video game AI? 6
by Gamasutra Community [03.28.18]
Are hybrid approaches, combining machine learning with design-based AIs, delivering the most promising results for state-of-the-art AI for modern games? Here are my thoughts.
Programming, Design

Blog: Conveying the nuances of disorders like Tourette's through game design 5
by Staff [03.28.18]
"I have Tourette's Syndrome and Narcolepsy," writes Defenders Quest game dev Lars Doucet in this fascinating post. "I made a game about them. It's kinda weird."
Indie, Design

CIA releases rules and materials for its training board games 2
by Alex Wawro [03.27.18]
These documents provide some fascinating insight into how and why the secretive government agency designs games for use as teaching tools.
Serious, Design

Universal opens 5 properties for use in game dev contest  
by Emma Kidwell [03.27.18]
Unity collaborates with Universal for the GameDevChallenge, opening up five IP for developers to pitch a game around.
Console/PC, Design