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July 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Design
Good and bad at all times: Adriel Wallick on jamming for a year  
by Katherine Cross [06.22.18]
"The most immediate and quick lesson I learned is this: every game idea is too big.†You need to pare down ideas to the smallest level."†
Programming, Design, Production

Blog: Imbuing video games with a potent atmosphere 2
by Gamasutra Community [06.22.18]
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint.
Design

How player feedback is shaping the way Avalanche makes Just Cause 4  
by Bryant Francis [06.22.18]
One of the executive producers on Just Cause 4 talks about how an evolving feedback process has led to weather systems and a new focus on narrative design.
Console/PC, Design, E3

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Weekly Jobs Roundup: Funcom, Tilting Point, and more are hiring now!  
by Staff [06.21.18]
Here are just some of the†many, many†positions†being advertised right now on the Gamasutra Job Board.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Recruitment

SteamVR introduces new skeletal input system for advanced animations  
by Emma Kidwell [06.21.18]
SteamVR introduces the Skeletal Input System, allowing for developers to capture more accurate hand motions.
VR, Design

At XRDC, learn how (and why) to effectively simulate stress in VR!  
by Staff [06.21.18]
Ex-BioWare†dev Jonathan Perry is coming to XRDC to share what he's learned about simulating affecting, stressful situations in VR -- and how such experiences can help people train and learn better.
VR, Design

Blog: Making a tabletop-style party game for consoles  
by Gamasutra Community [06.21.18]
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles.
Console/PC, Design, Production

Blog: The problem with mobile strategy game design 5
by Gamasutra Community [06.21.18]
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.
Smartphone/Tablet, Design

Designing a true first-person camera in Unreal Engine 4 7
by Gamasutra Community [06.21.18]
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve."
Console/PC, Indie, Design

Onrush dev breaks down the prototyping of Codemasters' arcade racer  
by Bryant Francis [06.20.18]
Watch the director of Onrush explain the process behind making an off-kilter racing game.
Console/PC, Design, Video

Following hardware exploit, Nintendo bans Switch consoles with pirated games 7
by Emma Kidwell [06.20.18]
After a hardware exploit for the Nintendo Switch was noticed back in April, a hacker warns against individuals pirating games by pointing out how Nintendo cracks down on illegal downloads.
Console/PC, Design

Blog: Game design and gamification in real life  
by Gamasutra Community [06.20.18]
For years, companies have been trying to use game design principles to change user behavior or get them to buy more products. In this article I assess some of the techniques they've used.
Design

Chat with the developers of Onrush at 3PM EDT  
by Bryant Francis [06.20.18]
We're talking to the makers of Onrush about making a hero...driver racing game starting at 3PM EDT.
Console/PC, Design, Video

Stick or Twitch? How streaming is hurting single-player games 2
by Chris Kerr [06.20.18]
"Why would any major studio outside of a first party trying to sell consoles, or a studio with a reputation for single-player games, bother with an immersive, single-player campaign?"
Design, Production, E3

Blog: Creating decoupled features using the Blackboard system  
by Gamasutra Community [06.20.18]
Our most recent game uses a data communication system that we called Blackboard. In this article, Iíll talk a bit about this system, the idea behind it, and how it works.
Design, Business/Marketing

'It can never be that simple': Designing the quests of Cyberpunk 2077 1
by Bryant Francis [06.20.18]
CD Projekt Red quest designer Patrick Mills explains the underlying ideas informing the development of Cyberpunk 2077's open-world quests.
Console/PC, Design, Video, E3

Video: How Primal Rage II bounced back 20 years after being cancelled  
by Staff [06.19.18]
In this GDC 2018 session, Hitsparks Games' Chris Tang discusses the death and rebirth of Primal Rage II an Atari arcade fighting game cancelled back in 1997 and brought back by fans.
Console/PC, Design, Video

Unity unveils new augmented reality extension MARS  
by Emma Kidwell [06.19.18]
Unity announces MARS, a new customizable AR extension for developers that will require little custom coding.
VR, Design

After a strong start, Nintendo wants Labo to reach a broader demographic  
by Emma Kidwell [06.19.18]
In an Interview with The Verge, Nintendo discusses the Labo's strong start and its desire to reach a wider demographic outside traditional players.
Console/PC, Design, Business/Marketing