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October 22, 2017
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Updates » Video
The developer of A Mortician's Tale talks death-positive game design 1
by Bryant Francis [10.20.17]
See why one game developer decided to stare death in the face when making A Mortician's Tale.
Console/PC, Design, Video

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Chat with the developer of A Mortician's Tale at 3PM EDT  
by Bryant Francis [10.20.17]
We're talking to the developer of the death-positive funeral home simulator A Mortician's Tale at 3PM EDT.
Console/PC, Design, Video

Developer interview: The one-man studio behind Jettomero  
by John Harris [10.20.17]
Gamasutra did a livestream chat with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe. Here are some highlights from the conversation.
Console/PC, Indie, Art, Design, Business/Marketing, Video

Video: Avoiding 3 common pitfalls of AI development  
by Staff [10.19.17]
At GDC 2016, Insomniac's Jan Mueller gives a great talk on the topic that used examples from Sunset Overdrive and other games to challenge 3 common misconceptions about AI in games.
Console/PC, Programming, Design, Video, Vault

Does Visceral's closure prove AAA single-player games are dying? 20
by Gamasutra staff [10.19.17]
What does EA's decision to close Visceral Games and redirect the development of the single-player Star Wars game they were working on say about the state of AAA games? Gamasutra staffers weigh in.
Console/PC, Business/Marketing, Video

Video: How Bungie localized Destiny for the world  
by Staff [10.18.17]
At GDC 2015, Bungie's Tom Slattery explains the studio's move to build an internal localization team for Destiny and details how it worked, as well as some of the challenges faced along the way.
Console/PC, Production, Video, Vault

Building a need for sleep into survival game Distrust  
by Joel Couture [10.18.17]
In the survival game Distrust, which was inspired by the 1982 film The Thing, players must stay warm and well-rested. Staying awake too long causes madness, but sleep makes a monster draw ever closer.
Console/PC, Indie, Design, Video

Video: A game designer's overview of the neuroscience of VR  
by Staff [10.17.17]
At GDC 2017, game dev vet Noah Falstein offers an overview for VR game designers of the basic neuroscience of immersion, motion, and emotion -- along with practical tips on making better VR/AR games.
VR, Console/PC, Design, Video, Vault

Design Interview: Crafting Gonner's modular abilities  
by Alex Wiltshire [10.17.17]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design, Video

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

How cyberpunk spook-'em-up Observer is built to elicit 'catharsis 2.0'  
by Staff [10.13.17]
Bloober Team's Rafal Basaj joins us as we play a bit more of the studio's latest game, cyberpunk horror game Observer, and learn what the studio means when it says it makes "hidden horror" games.
Indie, Design, Business/Marketing, Video

Join us as we play Observer with Bloober Team at 3 PM ET!  
by Staff [10.13.17]
Today we'll be welcoming Bloober's Rafal Basaj onto the Gamasutra Twitch channel at 3 PM Eastern (12 PM Pacific) to chat a bit about the game's development as we play through it. 
Indie, Video

Water, Water Everywhere: A Q&A with Ubisoft's Skull and Bones team  
by Mathew Kumar [10.13.17]
"We have a rendering team that specializes in water tech. We even have a dedicated artist for the water. That’s his 24/7 job. Water guy. That tells you how much we value that part of our game."
Console/PC, Design, Video

John Carmack encourages VR devs to 'embrace the grind' 2
by Alex Wawro [10.12.17]
"It takes more than just 'be bold'," the Oculus CTO said today during a 2-hour presentation at Oculus Connect in which he encouraged VR devs to iterate on, optimize, and polish up their games.
VR, Programming, Video

Video: Realizing responsive, high-fidelity character movement in Just Cause 3  
by Staff [10.12.17]
At GDC 2015, Avalanche Studios' Jeet Shroff and Alex Crowhurst broke down how the studio walked the line between responsive movement and smooth animation while making Just Cause 3.
Console/PC, Art, Design, Video, Vault

Inside the ever-shifting levels of Runic Games' Hob 2
by John Harris [10.12.17]
"It's never 'do we want to make a $20 game or a $60 game?' We always make the best game we can. But there's something magic about the twenty-dollar price tag."
Console/PC, Indie, Design, Video

Video: Learning from trance and meditation to make better games  
by Staff [10.11.17]
At GDC 2017, indie game designer Robin Arnott dug into the value of trance states, and offered fellow devs insight into how to induce such experiences by studying the many causes and types of trance.
Indie, Design, Video, Vault

Oculus' 'Santa Cruz' wireless VR headset will have Touch-like motion controllers 1
by Alex Wawro [10.11.17]
Oculus has confirmed that the "Santa Cruz" wireless VR headset it's currently developing will support positionally-tracked gesture-sensing hand controllers, a la Oculus Touch.
VR, Business/Marketing, Video

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault