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April 22, 2018
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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

Video: Creating the striking underwater seascapes of Abzu 1
by Staff [09.22.17]
At GDC 2017, Giant Squid's Matt Nava gives a behind-the-scenes look at the processes he and the rest of the team developed to create the vibrant, teeming underwater world of Abzu.
Indie, Art, Video, Vault

Bluehole hits out at Epic for 'replicating' Battlegrounds in Fortnite 15
by Chris Kerr [09.22.17]
Epic Games has managed to rile up PlayerUnknown's Battlegrounds developer Bluehole by announcing a new battle royale mode for its own game, Fortnite.
Console/PC, Design, Business/Marketing, Video

Game Design Deep Dive: Maintaining tension in Nex Machina  
by Henri Mustonen [09.22.17]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production, Video, Deep Dive

Video: Applying game design principles to be a better leader  
by Staff [09.21.17]
At GDC 2017, Happy Brain Science's Scott Crabtree took the stage to share his perspective on how you can apply game design lessons to your work as a game dev leader.
Serious, Design, Video, Vault

Classic Postmortem: Firaxis' Civilization V 4
by Dennis Shirk [09.21.17]
Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process.
Console/PC, Design, Production, History, Video

Report: Buried in the Switch is code to run NES Golf on the date Iwata died  
by Alex Wawro [09.20.17]
Reports and videos suggest there's a version of NES Golf coded into Nintendo's new Switch console, modified to be played with motion controls -- but only on the anniversary of Iwata's passing.
Console/PC, Design, Video

Tips for surviving Early Access from Ark: Survival Evolved's lead designer 2
by Bryant Francis [09.20.17]
Now that Ark: Survival Evolved has left Early Access, we talked with Studio Wildcard co-founder Jeremy Stieglitz about what he's learned about this new field of game development.
Console/PC, Design, Production, Video

Video: How (and when) to not give up on your game 1
by Staff [09.20.17]
At GDC 2007, Brandon Sheffield walks devs through how and why, if you have a game out, you sell it again -- be that to different platform holders, different regions, or even through a different model.
Indie, Design, Production, Video, Vault

Chat with Ark: Survival Evolved lead designer Jeremy Stieglitz at 3PM EDT  
by Bryant Francis [09.20.17]
We're chatting with one of the lead designers behind Ark: Survival Evolved today at 3PM EDT.
Console/PC, Design, Production, Video