Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 22, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
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

Valve to open source networking tool for devs, Steam not required 1
by Emma Kidwell [03.27.18]
Valve has announced plans to open source 'GameNetworkingSockets' for developers without requiring Steam.
Console/PC, Design

Blog: Building the world of Mafia III  
by Gamasutra Community [03.27.18]
The lead world designer and lead architect behind Mafia III detail the history, process, and challenges they experienced when creating New Bordeaux.
Design

Blog: Defining accessibility in game design 5
by Gamasutra Community [03.27.18]
In this blog post, Dark Roast Entertainment co-founder James Margaris argues against classical notions of video game accessibility.
Design

'You can deliver empathy': Why Dandara's devs drew inspiration from Brazilian culture  
by Joel Couture [03.27.18]
"Games differ from other media because of the interactive side of it, & that is how it can bring narrative elements that are unique to them," says Dandara dev Lucas Mattos. "You can deliver empathy."
Indie, Design

Video: How Watch Dogs 2 created a reactive crowd of NPCs  
by Staff [03.26.18]
In this 2017 GDC talk, Ubisoft's Roxanne Blouin-Payer shows how the team approached emergent AI in order to populate Watch Dogs 2 with reactive characters.
Console/PC, Programming, Design, Video

Devs should make it easier to play shooters without firing guns 4
by Emma Kidwell [03.26.18]
Campo Santo's programmer Ben Burbank explains how he plays shooters without pulling the trigger, and explains how devs can accommodate for a pacifist playstyle.
Serious, Design

Get a job: Join the Demiurge Studios team as a Principal UI Artist  
by Staff [03.26.18]
Massachusetts-based Demiurge Studios needs a UI artist who understands interaction design subtleties while delivering visually stunning, deceptively simple interfaces.
Art, Design, Recruitment

Don't Miss: Designing clever single player 'co-op' play in Brothers: A Tale of Two Sons 10
by Staff [03.26.18]
Long before the release of his team's latest novel co-op title A Way Out, Gamasutra caught up with film-director-turned-game-designer Josef Fares to discuss his unique perspective on games
Design

Unity releases engine and editor source code through GitHub 2
by Chris Kerr [03.26.18]
The company has shared the code under a reference-only license so game devs can peek under the hood and better understand the engine's capabilities. 
Programming, Design, Production

Obituary: Game design pioneer Bernard 'Bernie' DeKoven 1
by Chris Kerr [03.26.18]
Veteran game designer, teacher, and theorist Bernard "Bernie" DeKoven has passed away after struggling with an illness. He was aged 76.
Design

One Life Left x GDC podcast: Representation, storytelling, and war  
by Staff [03.26.18]
In the second GDC x One Life Left show, we talk about space, representation, storytelling, and war over 90 minutes of scintillating chat.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video

How Monster Hunter: World's director breathed new life into the game's old bones  
by Alan Bradley [03.26.18]
“The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

Video Game Deep Cuts: We're Through The GDC Valley  
by Gamasutra Staff [03.25.18]
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Telling an emotional tale through mechanics in Monument Valley 2  
by Alissa McAloon [03.23.18]
“The team didn’t want to add the story by usual methods; the goal was to leverage games as a medium and allow the player to feel the game through its mechanics.”
Smartphone/Tablet, Indie, Design, GDC