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January 16, 2018
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Updates » Video
Slime Rancher dev: Give players a place to feel 'cozy' and they'll keep coming back  
by Alissa McAloon [08.14.17]
“It's like eating mac-and-cheese in video game form.” Nick Popovich says that capturing that comfort-food feeling is key to bringing players back to your game time and time again.
Console/PC, Indie, Design, Video

Raphael van Lierop of The Long Dark talks surviving a rough launch  
by Bryant Francis [08.11.17]
We sat down with the game director of The Long Dark to talk about the trials and tribulations of surviving a rough launch.
Console/PC, Design, Video

Slime Rancher's lead developer tells us about his Early Access success  
by Bryant Francis [08.11.17]
We chatted with the lead developer of Slime Rancher to learn about the game's design and Early Access adventures.
Console/PC, Design, Business/Marketing, Video

Video: How Naughty Dog gets realistic performances out of animated characters  
by Staff [08.11.17]
At GDC 2017 Naughty Dog's Ryan James gets into the "chewy" details of how Naughty Dog designs, captures, and implements character narratives and performances in games like Uncharted 4.
Console/PC, Art, Design, Video, Vault

We're talking to The Long Dark's game director at 6PM EDT  
by Bryant Francis [08.11.17]
The Long Dark game director Raphael Van Lierop will be joining us today on the Gamasutra Twitch channel at 6PM EDT. You should join our chat!
Console/PC, Design, Video

Chat with Slime Rancher's lead developer at 3PM EDT  
by Bryant Francis [08.11.17]
We're chatting with Nick Popovich, lead developer on Slime Rancher today at 3PM EDT.
Console/PC, Design, Video

Here's why players can complete Tacoma by standing still 3
by Chris Kerr [08.11.17]
Players can finish Tacoma by exploring every inch of a space station and piecing together clues to find out what happened to the long-lost crew. Or they can just stand around for 9 hours. Here's why.
Console/PC, Design, Video

Finding the right mix of building and battling in Epic's Fortnite  
by Alan Bradley [08.11.17]
"Fortnite is what would happen if you crossed Epic Games' third-person shooter know-how with a speedy building system and just a splash of survival," says creative director Darren Sugg.
Console/PC, Design, Business/Marketing, Video

Video: Jesse Schell's guide to great game studio management 1
by Staff [08.10.17]
Schell Games chief Jesse Schell takes to the stage at GDC 2015 to deliver a frank breakdown of what's involved with being a great manager in games, sharing six actionable bits of advice in the process.
Console/PC, Indie, Production, Business/Marketing, Video, Vault

Tacoma's level designer has some advice for devs: Get a hobby 1
by Chris Kerr [08.10.17]
"One of the challenges is dealing with that attachment to projects, and being able to let go of things. A lot of that is maintaining hobbies and stuff like that."
Programming, Design, Production, Video

Nina Freeman walks us through her work on Tacoma  
by Bryant Francis [08.09.17]
We chatted with Tacoma level designer Nina Freeman to learn more about her game-making and level design process.
Console/PC, Design, Video

Video: How continuous world generation works in No Man's Sky  
by Staff [08.09.17]
at GDC 2017 Hello Games' Innes McKendrick explains how the game works, focusing on techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time.
Indie, Programming, Production, Video, Vault

We're chatting with Tacoma level designer Nina Freeman at 3PM EDT  
by Bryant Francis [08.09.17]
Join us for a conversation about the level design of Tacoma today at 3PM EDT.
Console/PC, Design, Video

The Shrouded Isle dev explains the allure of procedural design  
by Chris Kerr [08.09.17]
"Beyond that, I think there's the sense of chasing a holy grail in that, you know, if you're making a game, why is it not infinitely replayable? Why didn't you create an entire world in there?"
Console/PC, Programming, Design, Video

Designing the deceptively simple stick figure RPG West of Loathing  
by Joel Couture [08.09.17]
Asymmetric Publications' new wacky Wild West RPG posed a dilemma: How to stay true to the spirit of their beloved browser-based MMO Kingdom of Loathing while amping up the ambition, art, and animation.
Console/PC, Indie, Design, Video

Why cults make for good game design in The Shrouded Isle  
by Bryant Francis [08.08.17]
We talked with the lead developer of The Shrouded Isle to learn more about its cult simulator success.
Console/PC, Design, Video

Video: Producing cinematic dialogue for The Witcher 3: Wild Hunt 1
by Staff [08.08.17]
At GDC 2016 CDPR's Piotr Tomsinski takes the stage to break down how the studio designed and implemented dialogue in its non-linear open-world RPG The Witcher 3: Wild Hunt.
Console/PC, Design, Production, Video, Vault

We're talking to the developers of The Shrouded Isle at 3PM EDT  
by Bryant Francis [08.08.17]
Learn more about making simulation-focused games from the folks behind The Shrouded Isle today at 3PM EDT.
Console/PC, Design, Video

Designing Dream Daddy's character creator to deepen engagement 2
by Joel Couture [08.08.17]
“It was really important to us throughout the entirety of development of this game that we made something that felt inclusive to as many people as possible.”
Console/PC, Indie, Design, Video

'We had no idea that people would like this game': Justin Ma reflects on FTL  
by Alex Wawro [08.07.17]
'It was just something that we ourselves wanted to play,' the FTL co-creator said. 'Which I think is a great reason for its success, but also the cause of a lot of the bad elements of design.'
Indie, Design, Video