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January 17, 2018
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Updates » Design
Come to GDC 2018 for a behind-the-scenes look at the making of Hellblade  
by Staff [12.13.17]
At GDC 2018, Ninja Theory cofounder Tameem Antoniades and commercial director Dominic Matthews will discuss the approach taken by a small team of 20 to deliver a high-quality game.
Indie, Design

Blog: How RPG design has influenced action games 3
by Gamasutra Community [12.13.17]
One of the bigger design trends of this decade has been integrating RPG design and systems into action games, and we're going to talk about how that has helped and harmed the genre.
Design

Why Device 6 dev Simogo is taking a break from mobile games 5
by Jennifer Allen [12.13.17]
It seems like a big deal for the studio, and a significant bellwether for mobile game devs, so Gamasutra quickly talks with Simogo cofounder Simon Flesser to find out more about the decision.
Smartphone/Tablet, Design, Business/Marketing

Q&A: Bethesda opens up about Fallout 4 VR and the plunge into VR game dev  
by Alex Wawro [12.12.17]
Fallout 4 VR is out today, and here lead producer Andrew Scharf chats with Gamasutra about the ups and downs of making Bethesda's big, sprawling games accessible to players in VR. 
VR, Console/PC, Design, Production, Video

Blog: Engineering Kongregate's big SSL switch  
by Gamasutra Community [12.12.17]
An explanation of the engineering work behind Kongregate's switch to SSL.
Programming, Design

Learn to make great interactive experiences for mobile at GDC 2018  
by Staff [12.12.17]
At GDC 2018 a panel of mobile story experts from Inkle (80 Days), Big Fish Games (Lifeline), and Pocket Gems (Episode) will discuss and debate how to create great narrative experiences for mobile.
Smartphone/Tablet, Design, GDC

Blog: What can game designers learn from foreign languages? 1
by Gamasutra Community [12.12.17]
Let's look at some of the upsides and benefits of learning an additional language when you're a game developer.
Design

Blog: Using intention and meaning to add depth 4
by Gamasutra Community [12.12.17]
A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative when dealing with player death.
Design

Bury Me, My Love and the emotional rollercoaster of making a video game 2
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

New Zealand says lootboxes 'do not meet the legal definition for gambling' 16
by Katherine Cross [12.11.17]
New Zealand's gambling regulator--the Gambling Compliance office of its Department of Internal Affairs--has told Gamasutra that "the Department is of the view that loot boxes do not meet the legal definition of gambling."
Design, Business/Marketing

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

Get a job: TheWaveVR is hiring a Game Designer  
by Staff [12.11.17]
TheWaveVR is looking for a Game Designer/Product Manager to be in charge of designing, implementing, and tuning game mechanics in its music concert platform TheWaveVR.
VR, Design, Production

Best of 2017: How to design decisions that feel intimately difficult 17
by Gamasutra Community [12.11.17]
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

Come to GDC 2018 and see how Owlchemy brought Rick & Morty into VR  
by Staff [12.11.17]
Owlchemy Labs' Alex Schwartz and Devin Reimer will break down the successes, failures, and lessons learned during the development of the game, published earlier this year by Adult Swim.
VR, Design, Production, GDC

Blog: Exploring the link between light distribution and art direction 2
by Gamasutra Community [12.11.17]
A brief look at the importance of bidirectional reflectance distribution functions (BRDFs) in stylized work, which is often overlooked in favor of simply changing art assets.
Art, Design

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Make games inspired by the public domain 6
by Gamasutra Community [12.11.17]
Public domain works-based games aren't something you should fear or hate. In fact, I believe we should make more games that use public domain licenses.
Design

Blog: Teaching Dimension Drive's unique mechanic through its trailers  
by Gamasutra Community [12.11.17]
Dimension Drive delivers a unique twin-screen take on the SHMUP genre. We needed to make a trailer that presented that mechanic in a way that transmitted its nuances. Here's how we did it.
Design, Business/Marketing

What devs are saying about the design of Animal Crossing: Pocket Camp 4
by Joel Couture [12.11.17]
Game makers have been buzzing about Nintendo's new mobile Animal Crossing, and here devs around the industry analyze Pocket Camp's monetization design, controls, aesthetic, and more.
Smartphone/Tablet, Design, Business/Marketing, Video

Environmental artist Jane Ng only made 23 unique trees for Firewatch 1
by Emma Kidwell [12.08.17]
Jane Ng is lead artist at Campo Santo and presented at the NYU Game Center lecture series about the environmental art of Firewatch, discussing how she only created 23 unique trees for the entire game.
Indie, Art, Design