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April 26, 2018
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Updates » Video
Classic Postmortem: Obsidian's Knights of the Old Republic II: The Sith Lords  
by Kevin Saunders [12.05.17]
13 years ago this week LucasArts published Obsidian Entertainment's Knights of the Old Republic II: The Sith Lords. To mark the occasion, read this fascinating postmortem of the game from 2005.
Console/PC, Design, Production, History, Video, GD Mag

Video: Skill, matchmaking, and ranking systems design  
by Emma Kidwell [12.04.17]
Activision's Josh Menke speaks at GDC 2016 to discuss how skill can be properly used for matchmaking, and suggests best practices for ranking systems.
Console/PC, Design, Video

Animal Crossing: Pocket Camp apparently started life as a town planner  
by Chris Kerr [12.04.17]
Unseen 64 contributor Liam Robertson has published a video suggesting the earliest iterations of Animal Crossing: Pocket Camp were wildly different to the finished product. 
Smartphone/Tablet, Business/Marketing, Video

Gamasutra plays Battletech with game director Mike McCain  
by Bryant Francis [12.01.17]
We checked in with Harebrained Schemes' Mike McCain to see how progress is going on the Kickstarter-backed Battletech.
Console/PC, Design, Business/Marketing, Video

Video: A year's worth of lessons learned from growing a F2P mobile game  
by Staff [12.01.17]
N3twork's Ethan Levy speaks at GDC 2017 about the studio's success with its F2P mobile game Legendary: Game of Heroes, sharing the top 5 lessons its learned during 12+ months of steady growth.
Social/Online, Business/Marketing, Video, Vault

Battletech game director Mike McCain is answering your questions at 3PM EST  
by Bryant Francis [12.01.17]
We're chatting with the game director of Harebrained Schemes' Battletech reboot at 3PM EST. Come ask your questions!
Console/PC, Design, Video

Dev Q&A: Jetpacking around in the apocalyptic open-world RPG Elex  
by John Harris [12.01.17]
"Many Germans believe that Americans want to have a very easy game. But I don't think so. Games like Dark Souls and such are very successful in America."
Console/PC, Indie, Design, Video

Video: Fostering consequential play by setting up setbacks in your game  
by Staff [11.30.17]
At GDC 2014 Ubisoft's Patrick Redding argues that for a game to be meaningful, players should suffer occasional setbacks that they can recover from -- and offers advice on setting up good setbacks.
Console/PC, Indie, Design, Video, Vault

Smashing genres together for tasty results in Battle Chef Brigade  
by Bryant Francis [11.29.17]
Hear how the developers of Battle Chef Brigade cooked up an interesting genre mashup in their debut role-playing game.
Console/PC, Design, Video

Video: Animating the spy fantasy in Splinter Cell: Blacklist  
by Staff [11.29.17]
At GDC 2014 Splinter Cell: Blacklist dev Kristjan Zadziuk offers an inside look at the game's animation pillars, the technical challenges faced by the animation team, and how they overcame them.
Console/PC, Art, Design, Video, Vault

Talk to one of the creators of Battle Chef Brigade at 3PM EST  
by Bryant Francis [11.29.17]
We're talking to one of the minds behind Trinket Studios' Battle Chef Brigade on our Twitch channel starting at 3PM EST.
Console/PC, Design, Video

Making villains relatable and heroes heroic in Star Wars Battlefront II  
by Bryant Francis [11.28.17]
We chatted with one of the writers behind Star Wars Battlefront II's campaign and stumbled into a discussion about how good and evil can be fuzzy in that galaxy far far away.
Console/PC, Design, Video

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Chat with Star Wars Battlefront 2 writer Mitch Dyer at 4:30 EST  
by Bryant Francis [11.28.17]
We're talking to one of the writers of Star Wars Battlefront 2 at 4:30 EST. Come ask your questions!
Console/PC, Design, Video

Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the player’s skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

Building the new PvE features in WoW: Battle for Azeroth 6
by Bryant Francis [11.24.17]
The makers of the new Battle for Azeroth expansion explain how island explorations are helping World of Warcraft create new co-operative experiences that help the game continue to evolve.
Console/PC, Design, Video

Portraying migrants' struggles via cellphones in Bury Me, My Love  
by Joel Couture [11.23.17]
"The vast majority of migrants have smartphones. We felt the best way to tell the story we wanted to tell efficiently was to mimic the device they use and the way they use it."
Console/PC, Indie, Art, Design, Video

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Hawaiian representative wants to clamp down on 'predatory' loot boxes 1
by Chris Kerr [11.22.17]
Representative Chris Lee from the Hawaiian House of Representatives is the latest political figure to denounce loot boxes. 
Console/PC, Business/Marketing, Video