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January 16, 2018
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Updates » Video
Unreal Engine 4.17 debuts with experimental support for Apple's ARKit  
by Alex Wawro [08.07.17]
Hey devs, remember that AR game demo at WWDC this year? Epic updated its Unreal Engine to 4.17 today, and nestled in the list of additions is experimental support for Apple's new ARKit tech.
VR, Smartphone/Tablet, Design, Video

Video: The rise and fall of Flash games -- A postmortem 1
by Staff [08.07.17]
With Flash on the way out, Kongregate's John Cooney takes the stage at GDC 2017 to deliver a postmortem of Flash games and the Flash game dev community in general.
Social/Online, Indie, Design, Business/Marketing, Video, Vault

Designing LawBreakers to stand out amid a glut of shooters  
by Alan Bradley [08.07.17]
"Verticality defines a lot of our gameplay,” says Dan Nanni, the lead designer of the multiplayer shooter LawBreakers. "The game naturally evolves into something that plays on all axes."
Console/PC, Design, Video

Is it worth it to make DLC? Indies share their DLC attach rates 3
by Alex Wawro [08.04.17]
Longtime developer Ryan Clark talks DLC attach rate numbers in a recent episode of his "Shark Tank" livestream series, drawing out other devs from SomaSim and Red Hook Studios to talk DLC sales.
Indie, Business/Marketing, Video

Gamasutra plays The Long Dark  
by Bryant Francis [08.04.17]
Gamasutra editors Bryant Francis and Alex Wawro sit down to examine The Long Dark's new, post-Early Access story mode.
Console/PC, Design, Video

Video: Lessons learned from making a multiplayer VR game engine
by Staff [08.04.17]
At GDC 2017 Unity's Liz Mercuri showcases how she used new VR tools and tech to build her own engine: the Horror Engine, a multiplayer VR game engine created entirely from C++ libraries.
VR, Programming, Production, Video, Vault

Watch us struggle to survive in The Long Dark today at 3PM EDT  
by Bryant Francis [08.04.17]
We're streaming The Long Dark over on the Gamasutra Twitch channel starting at 3PM EDT.
Console/PC, Design, Video

Building replayability into the macabre gameplay of Kindergarten  
by Jack Yarwood [08.04.17]
“I had the worst school experience. I hated every minute of it," says designer Connor Boyle. "I guess I took some of my dark, abrasive cynicism and channeled that into the game.”
Console/PC, Indie, Design, Video

Video: Peter Molyneux walks through the making of Black & White  
by Staff [08.03.17]
Looking back at this GDC 2000 keynote from Molyneux offers insight into how games were made & talked about at the turn of the millennium, as well as perspective on how the game industry has grown.
Console/PC, Design, Production, Video, Vault

Remedy and Nvidia are using neural networks to streamline animation 3
by Chris Kerr [08.03.17]
Alan Wake and Quantum Break developer Remedy is working with tech giant Nvidia to create a streamlined motion capture and animation system. 
Art, Audio, Production, Video

How Platinum '8-bit-ize's Nier: Automata's music on the fly 1
by Alex Wawro [08.02.17]
Platinum Games composer Masami Ueda explains a bit about how the Nier: Automata team coded a system to play '8-bit' versions of the game's music when the player accesses the hacking mini-game.
Console/PC, Audio, Video

Video: 5 proven designers share their personal game dev tricks  
by Staff [08.01.17]
At GDC 2016, five accomplished game designers (Liz England, George Fan, Michael de Plater, Lee Perry, and Emily Short) share a favorite rule of thumb they use when designing their own games.
Console/PC, Indie, Design, Video, Vault

Video: Bending physics engines to your will for fun and profit  
by Staff [07.31.17]
At GDC 2015 QWOP creator Bennett Foddy shares tips for eliminating those dreaded 'floaty physics' without causing instabilities -- along with some weird tricks for abusing physics engines.
Console/PC, Indie, Design, Video, Vault

Pyre devs explore why small, 'dumb' touches lead to memorable games 2
by Alissa McAloon [07.31.17]
For players and developers alike, the seemingly 'dumb' and minor touches can be the best way to make a game truly memorable.
Console/PC, Indie, Design, Video

The game development philosophy behind Pyre  
by Bryant Francis [07.28.17]
We talked to Amir Rao and Greg Kasavin of Supergiant Games to learn more about the development and philosophy behind Pyre.
Console/PC, Design, Video

Video: Dots dev offers tips on making maximum use of minimal UI
by Staff [07.28.17]
At GDC 2017 Playdots' (Dots, Two Dots) Margaret Robertson through a set of design principles that show how simple visual elements can be brought to life through thoughtful implementation.
Smartphone/Tablet, Design, Video, Vault

We're streaming Pyre with Supergiant Games at 3PM EDT  
by Bryant Francis [07.28.17]
Come chat with two of the developers of Pyre today at 3PM EDT.
Console/PC, Design, Video

Secret World Legends devs explain how to design great MMO combat 2
by Chris Kerr [07.28.17]
"You need to put the player in the toolbox, let them come across unique challenges, and figure out the encounter was made and how to solve the challenge in real-time combat."
Console/PC, Design, Video

Dan Marshall rewrote all the rules for Behold the Kickmen  
by John Bridgman [07.28.17]
"Most of the concepts that made it into the game were me messing with the rules of football, sometimes being deliberately ignorant and making something that adds a gameplay layer," says Marshall.
Console/PC, Indie, Design, Video

Making free-to-play work for The Secret World  
by Bryant Francis [07.27.17]
We dive into the design changes behind The Secret World's transition to being a free-to-play title.
Console/PC, Design, Video