Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Video
Blending two game worlds in Mario+Rabbids Kingdom Battle 1
by Stefanie Fogel [08.29.17]
"We were a bit too conscious of wanting balance between the Mario universe and the Rabbids, but Nintendo told us not to worry so much. As long as things worked, the balance would find itself."
Console/PC, Design, Video

Video: Designing the AI of Dragon Age: Inquisition  
by Bryant Francis [08.28.17]
Learn about BioWare's AI development process for its first open-world role-playing game.
Console/PC, Programming, Design, Video

Designing the unique melee combat of Absolver  
by Alan Bradley [08.28.17]
"The main objective of Absolverwas to create an online action game that reflected the beauty and depth of martial arts combat."
Console/PC, Design, Video

Gamasutra plays the cyberpunk mindjacking game Observer  
by Bryant Francis [08.25.17]
The Gamasutra editorial crew sits down to play the newest horror game from the developers of Layers of Fear.
Console/PC, Design, Video

Video: Re-thinking how to move through your game career  
by Bryant Francis [08.25.17]
If you're feeling stuck in your game industry career, why not reframe how you're looking at it? Nick Button-Brown explains his way at looking at game careers in this 2017 GDC session.
Console/PC, Production, Video

We're streaming the sci-fi horror game Observer today at 3PM EDT  
by Bryant Francis [08.25.17]
Join us as we stream the new sci-fi horror game Observer today at 3PM EDT.
Console/PC, Design, Video

The art design of Uncharted: The Lost Legacy
by Willie Clark [08.25.17]
Unlike previous installments of the franchise, this Uncharted DLC is set in a single locale. Artists delved deep into a specific architectural style to create wondrous structures and artifacts and obstacles.
Console/PC, Art, Design, Video

Video: Will Wright's classic 2001 keynote on game design inspirations 1
by Staff [08.24.17]
"You can't wait for inspiration; you have to go after it with a club," said Wright, reciting a famous quote from author Jack London in his lost to the Internet (until now!) 2001 GDC design keynote.
Console/PC, Indie, Design, Video, Vault

Prioritizing accessibility made Way of the Passive Fist much better 2
by Joel Couture [08.24.17]
What the developers of Way of the Passive Fist learned from collaborating with Clint "Halfcoordinated" Lexa, a speedrunner who plays many games one-handed, helped to ensure maximum accessibility.
Console/PC, Indie, Design, Video

Nidhogg 2 developer Mark Essen explains the game's gruesome new look  
by Bryant Francis [08.23.17]
We dove deep into the frantic combat and lush art style of Nidhogg 2.
Console/PC, Design, Video

Video: An XCOM art director's guide to the art of pre-production  
by Staff [08.23.17]
Firaxis vet and XCOM 1 & 2 art director Greg Foertsch speaks at GDC 2017 about the art of pre-production, and how fellow devs can prepare for their next game to minimize problems down the line.
Console/PC, Art, Production, Video, Vault

Chat with Nidhogg 2 developer Mark Essen at 3PM EDT  
by Bryant Francis [08.23.17]
Ask questions about making good local multiplayer games with one of the minds behind Nidhogg 2 today at 3PM EDT.
Console/PC, Design, Video

Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Joel Couture [08.23.17]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more unorthodox escape ideas to the sequel."
Console/PC, Indie, Design, Video

Video: Making the music of Doom 1
by Staff [08.22.17]
At GDC 2017 composer Mick Gordon offers up a behind-the-scenes look at thecompositional process, production techniques and creative philosophies that went intoscoring the game.
Console/PC, Audio, Video, Vault

Teaching players without tutorials in Kingdoms and Castles 3
by Joel Couture [08.22.17]
"The game doesn't have a formal tutorial, so, we try to make everything as obvious and accessible as possible. It starts with two basic problems that need to be solved: homelessness and hunger."
Console/PC, Indie, Design, Video

Video: Polishing your indie game to shine bright like a diamond  
by Staff [08.21.17]
What's the right way to polish your indie game? Thomas Was Alone creator Mike Bithell shares some tips for making sure your game stands out from the crowd.
Console/PC, Video

Q&A: Bloodstained creator's keys to making a great 'Igavania' game 5
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Console/PC, Indie, Design, Video

Gamasutra plays Sonic Mania  
by Bryant Francis [08.18.17]
The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it.
Console/PC, Design, Video

We're streaming Sonic Mania today at 3PM EDT  
by Bryant Francis [08.18.17]
We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT.
Console/PC, Business/Marketing, Video

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage atGDC 2016to give a talk about how to decide whatgame you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault