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January 21, 2018
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Updates » Video

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

Hear how CD Projekt built its business on the back of Ace Ventura  
by Alex Wawro [10.02.17]
"One of the first titles we localized, fully localized, was Ace Ventura." CDPR's Marcin Iwiński told Noclip. "It was a blast. People loved it...instead of hundreds, we started selling small thousands."
Console/PC, Business/Marketing, Video

Video: You suck at showcasing your game -- here's how to improve  
by Staff [10.02.17]
At GDC 2017 indie game dev Nicolas Berbece takes the stage to offer tips and practical advice you can use to make your next event worthwhile.
Console/PC, Indie, Business/Marketing, Video, Vault

Evolving Sweryism - how the Japanese auteur is grappling with indie life  
by Bryant Francis [10.02.17]
"In my take on realism, I like to take that reality of something, and provide my twist."
Console/PC, Design, Business/Marketing, Video

Crafting the visuals of 20XX for maximum comprehensibility  
by Joel Couture [10.02.17]
"The game’s second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design, Video

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

Video: Applying 3D level design skills to Hyper Light Drifter's 2D world  
by Staff [09.29.17]
At GDC 2017, game designer Lisa Brown explains how she applied 3D level design skills she'd honed at Insomniac Games to her work as a level designer on Heart Machine's 2D game Hyper Light Drifter
Indie, Design, Video, Vault

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

Video: Designing EVE Online's intelligent music system  
by Staff [09.28.17]
At GDC 2016, CCP Games' Baldur Baldursson (and Erkitonlist founder Kjartan Olafsson) explain how soundtrack of EVE Online was designed to intelligently complement the actions a player takes.
Social/Online, Audio, Video, Vault

Ubisoft using machine learning to create 'ultimate hieroglyphs translator'  
by Chris Kerr [09.28.17]
"It's our belief that machine learning can transform the process of collating, cataloguing and understanding the written language of the Pharaohs."
Programming, Video

Using curiosity to build gameplay (and a fanbase) in Hob  
by Bryant Francis [09.27.17]
The minds behind Torchlight have now released a game called Hob, so we brought them on our Twitch channel for a chat about the game's development.
Console/PC, Design, Video

Video: An indie dev crash course in business and leadership  
by Staff [09.27.17]
At GDC 2017, game industry vet Don Daglow addressed some of the most critical issues that face newly-minted indie leaders: managing money, key people issues, and keys to finishing what you start. 
Indie, Business/Marketing, Video, Vault

Chat with Hob game director Patrick Blank at 3PM EDT  
by Bryant Francis [09.27.17]
We're playing Runic Games' Hob and chatting with game director Patrick Blank today at 3PM EDT.
Console/PC, Design, Video

The story behind the design of Dishonored: Death of the Outsider  
by John Harris [09.27.17]
"Those unpredictable 'magic moments' are really why we play games. That carries the whole team at Arkane along, knowing that that's the kind of experience that we're providing people."
Console/PC, Design, Video

Video: Facing 3 unique challenges of designing games about grief  
by Staff [09.26.17]
At GDC 2017, game designer and cultural researcher Sabine Harrer takes the stage to discuss grief as context for game design, confronting 3 major challenges you'll face if you make a game about grief.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Staff Reactions: What are our impressions of Destiny 2 so far? 2
by Gamasutra Staff [09.26.17]
"Everything is grand and heroic and terrifying. But I love the quiet moments between missions, when you're talking to NPCs and unraveling who they are, where they came from, and why they're here."
Console/PC, Design, Business/Marketing, Video

Video: How Total War: Warhammer's siege AI works  
by Staff [09.25.17]
At GDC 2016 AI Summit, Creative Assembly's Andre Arsenault explains how the studio's big strategy game Total War: Warhammer was built with specialized high-level AI to guide massive armies.
Console/PC, Programming, Design, Video, Vault

A look at WeFly: The Wii Pilotwings game that never came to be  
by Alissa McAloon [09.25.17]
Factor 5 founder Julian Eggebrecht has released never-before-seen footage of WeFly: the open-world Pilotwings game that never saw the light of day.
Console/PC, Video