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January 22, 2018
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Updates » Design
Gamasutra's Best of 2017: Brandon Sheffield's all-time top 10 games hidden in other games 3
by Brandon Sheffield [12.29.17]
"I’m talking about games tucked away within published games. Specifically I’m interested in games that have little to nothing to do with the games they’re hidden in."
Console/PC, Indie, Design

Blog: How we turned Orwell into an episodic game 1
by Gamasutra Community [12.29.17]
Turning Orwell into an episodic serial was a risk. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here's what went right, and wrong.
Design, Production

Game devs around the world share their New Year's resolutions 1
by Staff [12.29.17]
2018 is nearly upon us, so what are game devs planning for the year ahead? To make games, of course, but also lots of other interesting things -- read on to find out what!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2017: 20 things I've learned about game development 31
by Gamasutra Community [12.28.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Bomber Crew's devs found outsized success with a permadeath flight crew sim  
by Joel Couture [12.28.17]
"Our approach has always been ‘hope for the best, prepare for the worst’," says Runner Duck's Dave Miller while reflecting on the development of its surprisingly successful WWII bomber crew sim.
Indie, Design

Best of 2017: Meaning and choice, or how to design decisions that feel intimately difficult 17
by Gamasutra Community [12.27.17]
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts.
Indie, Design

Blog: Fixing Tokyo 42's problematic camera  
by Gamasutra Community [12.27.17]
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Programming, Design, Production

Learn how Street Fighter II designer Akira Nishitani modernized the franchise  
by Chris Kerr [12.27.17]
"Games at that time had a lot of things about them that were 'not properly made.' We started by investigating those things, then we began brainstorming about 'What feels good?'"
Design, Production

Blog: The painful art of cutting 1
by Gamasutra Community [12.27.17]
Writing game narrative is hard; cutting it is harder. But good, brutal editing is crucial to both managing your scope and delivering a tight story.
Design, Production

Star Wars: Battlefront 2 writer Mitch Dyer talks narrative design  
by John Harris [12.27.17]
No, we're not apologizing for that pun.
Console/PC, Design, Video

Blog: Trials of a self-taught indie dev 9
by Gamasutra Community [12.26.17]
I’ll try to describe what it’s like to be a self-taught indie developer without a hit. And, well, it's not the kind of story you see in Indie Game: The Movie or documentaries or from the GDC scene.
Design, Production

Blog: Remastering Full Throttle and curating a classic 1
by Gamasutra Community [12.26.17]
Striking the balance in the production of a remaster is tricky business, and you can easily please as many fans as you disappoint. Here's how we handled the pressure when remastering Full Throttle.
Design, Production

Video Game Deep Cuts: That HQ Donut County Trivia  
by Gamasutra Staff [12.24.17]
This installment of Video Game Deep Cuts includes a look at indie standout Donut County, the potential dystopia behind HQ Trivia, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Take a look at the early design notes that led to Rogue Legacy  
by Alissa McAloon [12.22.17]
"These aren’t your standard design notes," warns creative designer Teddy Lee. "Not only are they barely legible, but these are much, much lamer."
Indie, Design

Blog: How the 3DO gave birth to my cynicism 5
by Gamasutra Community [12.22.17]
Behind every super logical sounding argument or theory, there is always some kind of emotional charge. Here's mine.
Design

Come to GDC 2018 and learn how Bungie tells stories in Destiny 2 1
by Staff [12.22.17]
At GDC 2018, Bungie senior tools engineer Evan Moran will go in-depth into a new visual scripting tool called the Scene Editor that builds Destiny 2 stories by coordinating AI movement and behavior.
Console/PC, Design, GDC

Blog: Are casual games finally growing up? 4
by Gamasutra Community [12.22.17]
I chatted with the Angry Birds 2 developers at Rovio to find out what led them to make some bold design decisions.
Design

Blog: Why are players flocking to War Robots? 2
by Gamasutra Community [12.22.17]
Last year was a very good year for War Robots. Revenue increased five-fold and exceeded $3.5 million per month. Here were try and figure out why.
Design, Business/Marketing

Best of 2017: Gamasutra's top games, devs, events and trends  
by Staff [12.22.17]
We bid farewell to the year that was with this celebration of the top game developers, trends, events, and games that defined 2017 and stand poised to shape the industry for years to come.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Designing narrative experiences which suspend the player's disbelief  
by Emma Kidwell [12.21.17]
In this GDC 2014 session, Campo Santo's Sean Vanaman discusses the challenges of creating a narrative experience with the goal of suspending a player's disbelief through gameplay. 
Console/PC, Design, Video