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February 16, 2019
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Updates » Design
GDC 2019 will host a Classic Game Postmortem of Paperboy!  
by Staff [01.16.19]
Veteran game dev John Salwitz, who's worked on everything from Rampart to Klax to Medal of Honor, will be at GDC 2019 in San Francisco the deliver a Classic Game Postmortem of Atari's arcade hit Paperboy
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Blog: It took us over a year to learn what our game was about  
by Gamasutra Community [01.16.19]
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after three disappointing iterations we finally started development on the 21st of November 2018.
Design

Blog: A student game dev's experience at MAGFest 2019 1
by Gamasutra Community [01.16.19]
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest).
Design, Production, Business/Marketing

Thoughts on Detroit: Become Human  
by Staff [01.16.19]
Thomas Grip takes a look at the design behind Quantic Dream's Detroit: Become Human.
Console/PC, Design

Video: How reward systems can guide player experience in World of Warcraft  
by Staff [01.15.19]
Blizzard Entertainment's Travis Day shares some of the hardest lessons learned about how reward systems can guide or harm player experience in games like World of Warcraft and Diablo 3.
Console/PC, Design, Video

Don't Miss: Writing Deus Ex: Mankind Divided to 'hold a mirror up to the world' 4
by Alex Wawro [01.15.19]
Eidos Montreal's Mary DeMarle chats about art and business of writing Deus Ex: Mankind Divided, a game about conspiracy theories, terrorism, and fear released into a world awash in the same.
Console/PC, Design

Blog: Designing a production process - An addendum  
by Gamasutra Community [01.15.19]
An addendum to my 'Designing a Production Process' series that describes how to further utilize your issue tracking database to support it.
Design, Production

Level up your free-to-play mobile game dev skills at GDC 2019!  
by Staff [01.15.19]
At GDC 2019 in March you won't want to miss these opportunities to hone your mobile game-making skills and learn new ways of grabbing (and holding) a healthy playerbase!
Smartphone/Tablet, Design, Business/Marketing, GDC

Blog: A (very incomplete) review of Artifact cards 2
by Gamasutra Community [01.15.19]
Dark Roast Entertainment co-founder James Margaris offers 20 pages of thoughts on Artifact cards that begin with the letter 'A'.
Console/PC, Design

Why 2018 taught us more than any other year  (and how it can help you)  
by Staff [01.15.19]
Benjamin Rivers, one of the developers behind the game Home, discusses lessons learned in 2018 and how those takeaways can help other studios. 
Indie, Design, Production

Video: How to digitize games with Race for the Galaxy 1
by Staff [01.14.19]
In this GDC 2018 session, Temple Gates Games' Theresa Duringer presents design tricks for digitizing games like Race for the Galaxy. 
Social/Online, Design, Video

Writers Guild crowns Reigns: Her Majesty for best writing in a video game  
by Emma Kidwell [01.14.19]
Reigns: Her Majesty, written by Leigh Alexander, took home the statue for Best Writing in a Video Game.
Smartphone/Tablet, Design

Get a job: Within is looking for a Systems Designer  
by Staff [01.14.19]
The team is looking for a Systems Designer to tackle the development and execution of systems on an upcoming and unannounced VR project.
VR, Design, Recruitment

Swing by GDC and learn about the making of Marvel's Spider-Man from top to bottom  
by Staff [01.14.19]
Learn to build better games from the folks behind Insomniac's hit Marvel's Spider-Man, who will be at GDC 2019 in March sharing behind-the-scenes info on everything from traversal to facial animation!
Console/PC, Art, Design, Production, GDC

Don't Miss: Designing difficulty in role-playing games 12
by Bryant Francis [01.14.19]
Difficulty isn't just about adjusting numbers for "Easy," "Medium," and "Hard" mode. Three developers share tips on how to use difficulty to make an RPG more deep, flexible and engaging.
Console/PC, Design

Dive deep into the design of Subnautica at GDC 2019!  
by Staff [01.14.19]
Everyone's talking about Unknown Worlds' space scuba sim Subnautica, so make sure you don't overlook a special session at this year's GDC that affords you a unique perspective on the game's design.
Console/PC, Indie, Design

Blog: What happens when your UI is the game? 5
by Gamasutra Community [01.14.19]
The sci-fi MMO Prosperous Universe is played entirely through a futuristic user interface. Read about our initial inspirations, the challenges we faced, and the solutions we came up with.
Design, Production

Blog: A simple format to archive design decisions 7
by Gamasutra Community [01.14.19]
How we keep an archive of decision-making within the design documentation with the help of a few simple icons.
Design

Was classic JRPG grind that bad?: An in-depth analysis 12
by Gamasutra Community [01.14.19]
Game designer Radek Koncewicz times various gameplay elements in JRPGs from the fourth console generation. Was the random encounter grind really that bad?
Console/PC, Design

Video Game Deep Cuts: The Dusk Of The Bandersnatch Game Jam  
by Gamasutra Staff [01.13.19]
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and 2018's best 'game jam' games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing