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December 16, 2018
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Updates » Design
EA brings in original Command & Conquer devs to help with remasters  
by Emma Kidwell [11.14.18]
Electronic Arts confirmed it will be remastering the original Command & Conquer and its sequel Red Alert in 4K, with all expansions to be included as well. 
Console/PC, Design, Production

Don't Miss: Greater accessibility through audio in Killer Instinct 3
by Staff [11.14.18]
"A main directive was to make sure each character/game mode was identifiable enough that someone would be able to tell what was going on even if they weren't in the same room that the game was being played in."
Console/PC, Audio, Design

Chat with the developers of The Blackout Club at 3PM ET  
by Staff [11.14.18]
The makers of The Blackout Club will be answering your questions starting at 3PM ET.
Console/PC, Design, Video

Blog: Creating audio for VR platforms  
by Gamasutra Community [11.14.18]
Game composer Winifred Phillips looks at developments with VR platforms and their SDKs, this time honing in on audio issues.
VR, Audio, Design

Q&A: Designing the beautifully surreal time puzzles of The Gardens Between  
by Joel Couture [11.14.18]
Gamasutra spoke with Simon Joslin and Matt Clark about designing the surreal time-manipulation puzzles of The Gardens Between.
Indie, Design, Video

Owlchemy Lab devs include a variety of representation in avatar customization  
by Emma Kidwell [11.13.18]
Owlchemy Labs is committed to ensuring that Vacation Simulator is equipped with a system that allows for players to create authentic versions of themselves using the game's avatar customizer. 
Indie, Design

Get a job: Playful Corp is looking for a UI Designer  
by Staff [11.13.18]
As a UI Designer, you will work closely with the Directors to conceptualize, mock-up, and execute the visual interface designs to support Playful Corp's games.
Design, Recruitment

Balancing challenge and collaboration in Final Fantasy XIV's raid battles  
by Alissa McAloon [11.13.18]
Combat Designer Yoshito Nabeshima explores the process of designing (and later overhauling) a Final Fantasy XIV raid boss.
Console/PC, Social/Online, Design

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [11.13.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

Apply the science of desirability to game design at GDC 2019  
by Staff [11.13.18]
To help you better understand desire and how it relates to your work, Harvard Desirability Lab director Dr. Beth Altringer will present an intriguing talk on the science of desirability at GDC 2019!
Console/PC, Indie, Design, GDC

Designing for survival in Steam Early Access hit Green Hell  
by Joel Couture [11.13.18]
Gamasutra spoke with Michal Stawicki, lead game designer and Krzysztof Kwiatek, art director, to learn about surviving in the Amazonian wilderness in Green Hell.
Design, Video

Video: Designing the strategic card game Race for the Galaxy  
by Staff [11.12.18]
In this GDC 2018 talk, game designer Tom Lehmann discusses the design behind his acclaimed card game Race for the Galaxy. 
Indie, Design, Video

Xbox chief Phil Spencer taking on a 'bigger role' in fixing the Microsoft Store 2
by Emma Kidwell [11.12.18]
Xbox chief Phil Spencer discussed how he would like to fix the Microsoft Store to make game content more discoverable and easy to find.
Console/PC, Design, Business/Marketing

Don't Miss: How Undertale's soundtrack shapes its narrative 10
by Jason Yu [11.12.18]
"My goal with this article is to show the different ways leitmotifs are used in Undertale, how they affect one's experience with the game, and how a game soundtrack can do much, much more than just provide catchy background music."
Indie, Audio, Design

Designing CrossCode to stand out in the retro RPG market 1
by Bryant Francis [11.12.18]
CrossCode's lead developer and composer talk to us about making and selling a retro-flavored RPG in the crowded markets of 2018.
Console/PC, Design

Blog: Designing a data model 3
by Gamasutra Community [11.12.18]
In this post I wanted to take a look at the rationale and design goals behind the data model we use at The Machinery.
Design

Google Play announces Games for Change design challenge finalists  
by Chris Kerr [11.12.18]
Google Play launched the competition back in March to promote gender diversity by inspiring young women as players and game makers. 
Smartphone/Tablet, Programming, Design, Production, Video

Blog: In-depth game design on Space Frontier 2 1
by Gamasutra Community [11.12.18]
In this blog post, indie game developer Olin Olmstead takes a detailed look at the game mechanics underlying Space Frontier 2.
Design

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Gamasutra Staff [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Obsidian, inXile acquired by Microsoft Studios 4
by Gamasutra Staff [11.10.18]
Microsoft has announced the acquisition of RPG-centric studios Obsidian and inXile Entertainment, as part of a host of announcements at its X08 event in Mexico.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing