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April 21, 2018
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Updates » Production
Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Overwatch director gets candid about the 'scary' side of game dev 15
by Chris Kerr [10.02.17]
Overwatch game director Jeff Kaplan has opened up about the emotional pressures of game development after a player accused the team of being short-staffed.
Console/PC, Production

Video Game Deep Cuts: The Creative Loot Box Observer  
by Gamasutra Staff [10.01.17]
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

New Lumberyard update shows CryAnimation and Flow Graph the door  
by Alex Wawro [09.29.17]
If you're a dev working with Amazon's Lumberyard engine, you should know that today the company updated it to beta 1.11 -- overhauling its animation and visual scripting systems in the process.
Console/PC, Indie, Production

Watch Q-Games' Dylan Cuthbert share stories of coding Star Fox  
by Alex Wawro [09.29.17]
Dylan Cuthbert appeared today in the latest episode of Double Fine's ongoing "Devs Play" video series to share game dev trivia about the making of the 1993 Super Nintendo game Star Fox.
Console/PC, Design, Production, Video, Vault

Surviving the unexpected in indie development to make Ruiner  
by Bryant Francis [09.29.17]
We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters.
Console/PC, Indie, Design, Production, Video

Don't Miss: Inside the process (and philosophy) of animating Cuphead  
by Staff [09.29.17]
At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design.
Indie, Art, Production

Blog: A postmortem of my first indie game 8
by Gamasutra Community [09.29.17]
After many years working in the industry as a game developer, I decided to quit my job, setup my business, and become an indie developer. Here's how it played out.
Programming, Design, Production

Classic Postmortem: No One Lives Forever 2: A Spy in HARM's Way 3
by Craig Hubbard [09.29.17]
Fifteen years ago today, the campy shooter No One Lives Forever 2: A Spy in H.A.R.M.’S Way was released. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Get a job: Schell games is hiring a Game Producer  
by Staff [09.28.17]
Schell Games is looking for a Game Producer to join it in developing VR and AR games, location-based based experiences, and social games.
VR, Social/Online, Production, Recruitment

Don't Miss: Edmund McMillen's postmortem of The Binding of Isaac 26
by Edmund McMillen [09.28.17]
Six years ago, Edmund McMillen's Zelda-inspired religious roguelike broke the mold and became a surprise hit. Take a look back at this classic postmortem on how those stars came to align.
Indie, Art, Design, Production

ADL and video game museum MADE hosting Being an Ally Game Jam  
by Alissa McAloon [09.28.17]
The Museum of Art and Digital Entertainment is partnering with the Anti-Defamation League to host a weekend-long game jam centered around inclusive and supportive games.
Production, Business/Marketing

Thimbleweed's Jenn Sandercock on moving beyond nostalgia in adventure games 12
by Katherine Cross [09.28.17]
"Many old games were frustrating because of design mistakes, not the actual core gameplay mechanics. We can make a new adventure game using the old mechanics in a way that doesn’t feel frustrating."
Console/PC, Indie, Art, Design, Production

Reminder: Now's the time to pitch your talks for VRDC @ GDC 2018!  
by Staff [09.26.17]
Today we'd like to quickly remind you that organizers of the 2018 Game Developers Conference are still accepting [email protected] talk submissions -- until this Friday, September 29th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Bringing Galaxy on Fire 3 to Vulkan  
by Gamasutra Community [09.26.17]
Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.
Design, Production

Blog: Creating a simple physics-based motion controller  
by Gamasutra Community [09.25.17]
How do you move an object to a desired position by applying forces? With a simple physics-based position controller.
Design, Production

Multiplayer madness: How F-Zero inadvertently inspired Super Mario Kart  
by Chris Kerr [09.25.17]
Nintendo has posted an interview with Super Mario Kart directors Tadashi Sugiyama and Hideki Konno to shed some light on how the SNES title took shape 25 years ago. 
Console/PC, Design, Production

Layoffs at The Chinese Room as Dear Esther creator 'goes dark'  
by Chris Kerr [09.25.17]
"Between financial pressures, trying to keep the lights on for the employed team, the stress of end-of-development, and health issues, it just wasn’t a tenable thing anymore."
Production, Business/Marketing

Blog: The art of turn-based RPGs - Part 1 9
by Gamasutra Community [09.25.17]
Felipe Pepe, editor of the CRPG Book Project, takes a look at some of the most interesting mechanics and design choices in turn-based RPGs.
Design, Production

Video Game Deep Cuts: The Nex Shadow Of The Outsider  
by Gamasutra Staff [09.24.17]
Some of this week's longform article/video highlights include pieces on Nex Machina's intense gameplay, Shadow Of War's Nemesis system, & the latest Dishonored game's choices.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Production, Business/Marketing