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April 23, 2018
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Updates » Video
Star Wars: Battlefront 2 writer Mitch Dyer talks narrative design  
by John Harris [12.27.17]
No, we're not apologizing for that pun.
Console/PC, Design, Video

Q&A: Resurrecting the past with Outcast: Second Contact's Franck Sauer  
by John Harris [12.22.17]
Here's a few key quotes from our recent conversation with Outcast: Second Contact lead developer Franck Sauer.
Console/PC, Video

Video: Designing narrative experiences which suspend the player's disbelief  
by Emma Kidwell [12.21.17]
In this GDC 2014 session, Campo Santo's Sean Vanaman discusses the challenges of creating a narrative experience with the goal of suspending a player's disbelief through gameplay. 
Console/PC, Design, Video

Watch Gamasutra discuss the top 10 games of 2017  
by Bryant Francis [12.21.17]
The American branch of the Gamasutra editorial team groups up to discuss their top games of the year and invites you to explain why they're wrong in this year-end broadcast.
Console/PC, Design, Video

Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps  
by Emma Kidwell [12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 fps.
Social/Online, Design, Production, Video, Vault

Video: A level designer's guide to the art of making great puzzles  
by Staff [12.19.17]
At GDC 2017 Ubisoft's Jolie Menzel shares some tips and techniques you can use create and refine puzzles that will elevate the player's experience in your levels.
Console/PC, Indie, Design, Video, Vault

A new dawn: How Guerrilla transitioned from Killzone to Horizon 1
by Chris Kerr [12.19.17]
"With Horizon, when we started we created small playable experiences that allowed us to create these moments, these encounters with the machines."
Console/PC, Video

Video: A practical game dev guide for doing ethical playtesting  
by Staff [12.18.17]
At GDC 2017 Concrdia University's Mia Consalvo delivers a fascinating talk about the need for (and demands of) ethical playtesting standards in game development.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Indie, Design, Video, Vault

Q&A: Designing Flutter VR, a game unapolegetically made for women  
by Katherine Cross [12.15.17]
Runaway Play's Zoe Hobson and Emma Johansson chat with Gamasutra about their VR game Flutter VR, what making a game for women means these days, and the state of the New Zealand game industry.
VR, Serious, Video

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

Ubisoft tech UX director David Lightbown explores the history of Unreal Engine  
by Bryant Francis [12.14.17]
Ubisoft's David Lightbown joined us to analyze the history of Unreal Engine and explain what existing coding tools informed its development.
Console/PC, Design, Video

The struggle to make sci-fi space colonies feel grounded in Aven Colony  
by Jack Yarwood [12.14.17]
Mothership's Paul Tozour opens up a bit about how, through specific design and writing choices, the studio tried to make its sci-fi space colony management sim feel human and grounded.
Console/PC, Indie, Design, Video

Dig into the classic Unreal engine with Ubisoft's David Lightbown at 3PM EST 1
by Bryant Francis [12.14.17]
Ubisoft Technology Group UX director David Lightbown will be leading us on a magical journey through the history of Unreal Engine.
Console/PC, Programming, Video

Take-Two founds new publishing label for independent game devs 2
by Kris Graft [12.14.17]
Grand Theft Auto house Take-Two announced Thursday the formation of Private Division, a new publishing label dedicated to bringing independently-developed games to market, with veteran talent already on board.
Video

Video: Visual designer Peter Chan shares how artists can revitalize their creativity  
by Emma Kidwell [12.12.17]
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Serious, Art, Video, Vault

Q&A: Bethesda opens up about Fallout 4 VR and the plunge into VR game dev  
by Alex Wawro [12.12.17]
Fallout 4 VR is out today, and here lead producer Andrew Scharf chats with Gamasutra about the ups and downs of making Bethesda's big, sprawling games accessible to players in VR. 
VR, Console/PC, Design, Production, Video

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

What devs are saying about the design of Animal Crossing: Pocket Camp 4
by Joel Couture [12.11.17]
Game makers have been buzzing about Nintendo's new mobile Animal Crossing, and here devs around the industry analyze Pocket Camp's monetization design, controls, aesthetic, and more.
Smartphone/Tablet, Design, Business/Marketing, Video

Reigns: Her Majesty's Francois Alliot on making a more complex swipe-em-up  
by Bryant Francis [12.08.17]
We talked to the lead developer of Reigns: Her Majesty about the art and business about making weird games about being royalty.
Console/PC, Design, Production, Business/Marketing, Video