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Updates » Design
Chat with the lead developer of Reigns: Her Majesty at 1PM EST  
by Bryant Francis [12.08.17]
We're talking to the narrative-minded man behind Reigns: Her Majesty today at 1PM EST. So be sure to join us live on the Gamasutra Twitch channel for some behind the scenes action.
Console/PC, Design, Video

Designing a domestic hunter-killer thriller the Hello Neighbor way
by Brock Wilbur [12.08.17]
Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way.
Indie, Design

Line Wobbler dev creates a playable Christmas tree in London 1
by Emma Kidwell [12.07.17]
Game designer Rob Baumgarten created The Games Tree, a playable Christmas tree installation on display in London funded through a partnership with Games London and Network Rail.
Indie, Design

Video: Ride along as HBO looks back at the development of a Westworld VR installation  
by Emma Kidwell [12.07.17]
HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room scale VR installation.
Console/PC, Design, Video, Vault

Attend GDC 2018 and see how Kongregate built F2P hit Animation Throwdown  
by Staff [12.07.17]
At GDC 2018 Kongregate's Katrina Wolfe and Peter Eykemans will explain howAnimation Throwdown was made by a skeleton crew split between 2 developers, 1 publisher, 1 IP owner, and 5 individual IPs.
Social/Online, Design

Q&A: How Brawlhalla built a fighting game community from the ground up  
by John Harris [12.07.17]
"We just try to be active everywhere we can, we try to take every opportunity we can with our partners, & that's how we've driven it," Brawlhalla dev Zeke Sparkes says about the F2P brawler's success.
Console/PC, Design, Video

Some RPG insight from the ex-Witcher devs behind Seven: The Days Long Gone  
by Bryant Francis [12.06.17]
The role playing game veterans who helped make Seven: The Days Long Gone shared some useful advice for their fellow developers.
Console/PC, Design, Video

Blog: Pain, difficulty, and Getting Over It 3
by Emma Kidwell [12.06.17]
Indie game developer Lars Doucet examines the design philosophy behind Bennett Foddy's latest release, Getting Over It.
Console/PC, Indie, Design

VR devs need to unlearn unspoken game dev rules, says Oculus exec  
by Alissa McAloon [12.06.17]
"We don’t think about it, but it’s actually a language we use to speak to the gamer, they’re very fixed. You can’t translate that language into VR very easily."
VR, Design

Best of 2017: Star Wars: The Old Republic, five years on 5
by Katherine Cross [12.06.17]
Katherine Cross explores the evolution of The Old Republic and explains why its latest expansion was worthy of being given the much-coveted title of KotOR 3.
Social/Online, Design

Come out to GDC 2018 and see how games are earning FDA approval  
by Staff [12.06.17]
At GDC 2018 Noah Falstein will speak to the challenges of FDA approval as well as more general issues for studios, individuals, and patients in creating the latest generation of games for health. 
Serious, Design, GDC

Chat with the developers of Seven: The Days Long Gone at 3PM EST  
by Bryant Francis [12.06.17]
We're going live with some ex-Witcher developers who've turned out an interesting new stealth game called Seven: The Days Long Gone at 3PM EST.
Console/PC, Design, Video

Blog: Here's the annotated source code for The Statue Got Me High  
by Gamasutra Community [12.06.17]
Here's the Inform 7 source text to my 2012 game The Statue Got Me High, based on the They Might Be Giants song of the same name.
Programming, Design

Postmortem: Mimimi's Shadow Tactics: Blades of the Shogun 7
by Dominik Abé & Johannes Roth [12.06.17]
The team at Mimimi Productions share the lessons they learned while making Shadow Tactics: Blades of the Shogun, the real-time tactical stealth game they first released a year ago today.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Video: Reliving the horror: Taking Resident Evil 7 forward by looking back  
by Emma Kidwell [12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of Resident Evil 7: Biohazard.
Console/PC, Design, Production, Video, Vault

Don't let your game's 'brand' limit your creativity, argues Far Cry 5 dev 4
by Alissa McAloon [12.05.17]
As he wraps up work on his fifth Far Cry game, Dan Hay says one of the most important lessons he's learned is not to let previous games interfere with the creative process.

Weekly Jobs Roundup: Supergiant, Sucker Punch, and more are hiring now  
by Staff [12.05.17]
This week's roundup of game development job openings includes companies looking to hire engineers, designers, producers, and programmers.
Programming, Design, Production, Recruitment

Best of 2017: Design lessons learned from a decade at Nintendo's EAD 2
by Staff [12.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

Blog: Narrative gaps in systems-driven games  
by Gamasutra Community [12.05.17]
Let's talk about what narrative gaps look like in a systems-driven game, how they can benefit your game, and the risks inherent to them.

At GDC 2018, learn to bridge community divides in cross-platform MMO games  
by Staff [12.05.17]
Come to GDC 2018 to see veteran community managers of cross-platform MMOs discussing universal unwritten rules of community engagement, nuances based on platform, and how to avoid potential pitfalls.
Social/Online, Design, GDC