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April 18, 2019
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Updates » Design
Chet Faliszek and Kimberly Voll form co-op game studio Stray Bombay  
by Chris Kerr [03.18.19]
"Players are smart, they are social. But games often don’t reflect that and we think that can change. So we’re forming a new studio in Seattle that is itself co-operative."
Console/PC, Design, Production, Business/Marketing, GDC

GDC 2019 is this week! Follow Gamasutra's coverage here  
by Staff [03.18.19]
Gamasutra is on-site at GDC 2019 in San Francisco this week! Follow our coverage at our dedicated event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video Game Deep Cuts: The Flappy Division Bell Is Ringing  
by Gamasutra Staff [03.18.19]
This week's highlights include a look at Flappy Bird's effect on the indie game scene, The Division 2's politics (or lack there-of), info on Harry Potter: Wizards Unite & Days Gone & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Balancing the old with the new in Monster Prom's fandom-friendly DLC  
by Joel Couture [03.18.19]
For Monster Prom: Second Term, Beautiful Glitch had the challenge of creating more content for a narrative game without breaking the lore of the first, all while keeping a thirsty fandom thriving.
Indie, Design, Video

Video: Unpopular opinion: All narrative is linear 1
by Staff [03.15.19]
In this 2017 GDC session, game designer Amy Claussen explains why it's essential for developers to unravel a game's core loop and ensure each player's path creates a compelling story.
Console/PC, Design, Video

Don't Miss: Axiom Verge dev discusses the metroidvania genre 1
by Staff [03.15.19]
Taken from a larger interview with several game devs discussing the metroidvania genre, Axiom Verge developer Tom Happ discusses why the genre appeals to him.
Indie, Design

Get a job: Psyonix, Adult Swim Games, and more are hiring now!  
by Staff [03.15.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Design, Production, Recruitment

Blog: Engaging players through ritual 4
by Gamasutra Community [03.15.19]
VR design engineer and indie developer Brandon Franklin has concocted an exploration of a new design pattern in games, removing abstraction to encourage better player behavior.
Design, Production

Designing Recompile: Twisting and turning the Metroidvania genre 1
by Phi Dinh [03.15.19]
PhiGames head Phi Dinh walks through how Recompile morphs the structure of a typical Metroidvania by offering more than one critical path to best accommodate multiple playstyles.
Design

Wargroove dev demystifies game development by involving its community  
by Emma Kidwell [03.14.19]
Chucklefish founder and lead designer on Wargroove Finn Brice explains how being transparent with players during development can help demystify the process of making a game.
Console/PC, Design, Video

Blind Squirrel lands $5M in funding to self-publish its first game, Drifters  
by Emma Kidwell [03.14.19]
Blind Squirrel Games announced today that it has raised $5 million in funding for its first game, Drifters.
Console/PC, Design, Business/Marketing

Don't Miss: How Neopets has influenced a generation of game developers  
by Staff [03.14.19]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Console/PC, Indie, Art, Design

Follow Gamasutra's GDC 2019 coverage right here!  
by Staff [03.14.19]
GDC 2019 is just around the corner! You can follow along with up-to-the-minute news and interviews from the show all next week on this dedicated live coverage page...
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The four axes of RPG design 3
by Gamasutra Community [03.14.19]
What makes a good RPG? It's a simple question, but not one with a straightforward answer. Having designed several roleplaying games, I tackle the issue by diving the design into four distinct axes.
Design

Complete level design processes: Shaping a Cogmind experience 2
by Gamasutra Community [03.14.19]
Game dev Josh Ge offers a complete rundown of the entire process behind designing and building a new map for the world of sci-fi roguelike Cogmind, and explaining how it integrates with gameplay.
Indie, Design

Video: Recreating a classic era in automotive history in Mafia III  
by Staff [03.13.19]
In this 2017 GDC talk, Audio director of Hangar 13 Matt Bauer shares the detailed process the studio took to deliver authentic vehicle audio in Mafia III.
Console/PC, Design, Video

The death of Flash is exaggerated, argues one Flash developer 4
by Emma Kidwell [03.13.19]
A Flash developer discusses his thoughts around the "death of Flash".
Console/PC, Art, Design, Video

Take a look at the making (and marketing) of Dawn of Man  
by Bryant Francis [03.13.19]
Learn more about how Dawn of Man was built and marketed from one of the lead developers at Madrugo Works.
Console/PC, Design, Business/Marketing, Video

Don't miss all these great Classic Game Postmortems at GDC 2019!  
by Staff [03.13.19]
Catch these promising, in-depth game dev postmortems of the Panzer Dragoon series, Paperboy, Lemmings, and Command & Conquer at GDC 2019 next week in San Francisco!
Console/PC, Design, GDC

Nintendo veterans reflect on the risks and rewards of hardware development  
by Chris Kerr [03.13.19]
"Even among our developers there are often doubts! When the Wii remote was first introduced as a concept, the reaction was: what is that? Is it real? Will it actually work?"
Console/PC, Design, Production