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January 20, 2018
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Updates » Design
Best of 2017: Devs share their most memorable dirty coding tricks 8
by Brandon Sheffield [12.21.17]
In which we gathered unusual solutions to unusual problems from resourceful coders across the industry. Delight at their ingenuity, marvel at their audaciousness, and learn from their mistakes!
Console/PC, Indie, Programming, Design, Production

Gamasutra's Best of 2017: Brandon Sheffield's top 5 new games released for old consoles  
by Brandon Sheffield [12.21.17]
"SURPRISE everyone, Iíve got a few tricks up my sleeve. Yes, Iíll be talking about my top 5 new games of 2017! That were released for old/retired game consoles!!!"
Console/PC, Design

Blog: Focusing on accessibility to build games without barriers 4
by Gamasutra Community [12.21.17]
Accessibility in gaming is gaining more awareness, but there's still a long way to go. I want to share my experiences with making our game accessible and provide a few tips and links on the topic.
Design

Blog: The challenges of narrative design in AR  
by Gamasutra Community [12.21.17]
The story of a tiny mobile studio's ambitious second game: bringing an AR horror experience to iOS, and the design challenges that were met along the way.
VR, Design

Gamasutra's Best of 2017: The top 10 games of the year 7
by Staff [12.21.17]
'Tis the season for us to share with you our list of the games from this year that stuck with us thanks to their technical sophistication, storytelling, innovation, and ineffable emotional value.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps  
by Emma Kidwell [12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 fps.
Social/Online, Design, Production, Video, Vault

Life is Strange prequel co-director talks telling a tale without time travel  
by Bryant Francis [12.20.17]
The co-director of Life is Strange: Before the Storm sits down with us to talk about teenage drama and the importance of giving important themes their due consideration.
Console/PC, Design, Production

Gamasutra's Best of 2017: Our top five Twitch streams of 2017  
by Bryant Francis [12.20.17]
If you need some background game dev education over your holiday break, here's 5 hours of insightful interviews from the Gamasutra Twitch channel.
Console/PC, Design, Business/Marketing

Best of 2017: The sunk cost fallacy: Devs describe how it almost destroyed them 4
by Rich Moss [12.20.17]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing

Go inside the data-driven design of Rainbow Six Siege at GDC 2018  
by Staff [12.20.17]
At GDC 2018 a pair of devs on Ubisoft's Rainbow Six Siege will explain how they kept their game in a healthy state by using data and shifting their design process to incorporate scientific methods.
Console/PC, Design, GDC

Gamasutra's Best of 2017: The top 10 game developers of the year 4
by Staff [12.20.17]
The year is nearly over, which means it's time once again for us to highlight Gamasutra's top 10 developers of the year. As always, it wasn't an easy list to make!
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A level designer's guide to the art of making great puzzles  
by Staff [12.19.17]
At GDC 2017 Ubisoft's Jolie Menzel shares some tips and techniques you can use create and refine puzzles that will elevate the player's experience in your†levels.
Console/PC, Indie, Design, Video, Vault

Gamasutra's Best of 2017: Phill Cameron's top 10 games  
by Phill Cameron [12.19.17]
Gamasutra UK editor Phill Cameron breaks down his top 10 games of 2017.
VR, Console/PC, Indie, Design

Best of 2017: How Sonic Mania's devs made the old new (and good) again 2
by Jon Irwin [12.19.17]
ďI've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.Ē
Console/PC, Design

Blog: Blending great narratives with great systems  
by Gamasutra Community [12.19.17]
Story and game: A troubled marriage full of problems. But what if instead of trying to mash "great narrative" and "great system" together, we actually tried to cautiously support one with the other?
Design

Call for blogs: We want to know your top games of 2017  
by Staff [12.19.17]
We want to know which games left an impression on you this year and excelled in terms of art, design, and technical achievement.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 6 ways Final Fantasy continues to influence devs 5
by Jon Irwin [12.18.17]
Today Final Fantasy turns 30, so why not mark the occasion by taking a look back at some of the many ways the enduring franchise has influenced modern game dev?
Console/PC, Design, History

Gamasutra's Best of 2017: Kris Graft's top 10 games 2
by Kris Graft [12.18.17]
A common thread running through a lot of my picks, now that Iíve had time to reflect, is that the best games teach me how to speak with them.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra's Best of 2017: Bryant Francis' top 10 games  
by Bryant Francis [12.18.17]
Gamasutra contributing editor Bryant Francis runs down his top 10 games of 2017.
Console/PC, Design

Blog: Practical tips for organising setting docs for narrative games 2
by Chris Kerr [12.18.17]
"The struggle to keep documentation useful is the struggle of Ra with the serpent Apep. There is no enduring victory; but if you cease to make the effort, then darkness covers everything."
Design, Production