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January 21, 2018
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Updates » Video
Kingsway dev says Tamagotchi and his gym helped save him from burnout  
by Alissa McAloon [07.24.17]
Working out, napping, and digital pets are some of game development’s best-kept secrets.
Indie, Production, Video

Starpoint Gemini Warlords is a 'community-developed' indie game  
by Thomas Faust [07.24.17]
Croatian indie studio Little Green Men incorporated a great deal of community feedback into its tactical space simulator Starpoint Gemini Warlords.
Console/PC, Indie, Design, Production, Video

Kingsway's developer explains how to make the most out of your user interface 2
by Bryant Francis [07.21.17]
We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
Console/PC, Design, Business/Marketing, Video

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Gigantic devs share tips for surviving game development's ups and downs 1
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Console/PC, Social/Online, Production, Video

Chat with the developer of RPG 'operating system' Kingsway at 3PM EDT  
by Bryant Francis [07.21.17]
We're streaming the RPG "operating system" Kingsway today at 3PM EDT and talking with developer Andrew Morrish.
Console/PC, Design, Video

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Video: Shigeru Miyamoto's classic 1999 GDC keynote  
by Staff [07.20.17]
In this classic video, restored from the GDC archives, Nintendo's Shigeru Miyamoto speaks to his fellow game makers as part of his keynote address at the 1999 Game Developers Conference.
Console/PC, Video, Vault

Gamasutra plays the Destiny 2 beta  
by Bryant Francis [07.20.17]
We checked out the Destiny 2 closed beta...and wiped. To the same boss. Over, and over, and over, again.
Console/PC, Design, Video

Hear how Motiga rallied to save Gigantic's development  
by Bryant Francis [07.19.17]
We chatted with some of the developers behind Gigantic to talk about the game's unique art style and arduous path through development.
Console/PC, Design, Business/Marketing, Video

Video: Practical tips on how (and why) to focus your indie dev career  
by Staff [07.19.17]
At GDC 2017 indie dev Jenn Sandercock breaks down how, just like a game jam theme, a set of constraints can help guide your overall career as an indie developer in the direction you want to go.
Indie, Design, Video, Vault

Altering player perception is a powerful design tool, says X-Wing Miniatures dev  
by Alissa McAloon [07.19.17]
"The perceived value [of a game mechanic] might matter more than the actual valve," argues the development team behind the tabletop game X-Wing Miniatures.
Design, Video

We're streaming the Destiny 2 beta at 5PM EDT  
by Bryant Francis [07.19.17]
Take a look at the future of Destiny today at 5PM EDT.
Console/PC, Design, Video

Learn about the development of Gigantic today at 3PM EDT  
by Bryant Francis [07.19.17]
We're chatting with some of the folks behind Motiga's Gigantic today at 3PM EDT.
Console/PC, Art, Design, Business/Marketing, Video

Video: Dishonored 2 dev shares tips on holistic level design  
by Staff [07.18.17]
At GDC 2017 Arkane's Steve Lee advocates a holistic approach to level design, where LDs not only think about many aspects of a player's experience but focus on how all of these things work together.
Console/PC, Design, Video, Vault

Turning abstract concepts into effective board game mechanics
by Chris Kerr [07.18.17]
During our latest Gamasutra Twitch stream the developers of the X-Wing Minatures tabletop game explained how they turn abstract concepts into effective game mechanics. 
Design, Video

Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

X-Wing Miniatures devs on marrying simulationism, gameism, and narrativism  
by Chris Kerr [07.17.17]
Last week the developers of X-Wing Miniatures joined the Gamasutra team on Twitch to talk through the design methodology behind the tactical ship-to-ship combat tabletop game.
Design, Video

Jordan Weisman revisits the BattleTech franchise he co-created 3
by Alan Bradley [07.17.17]
The new Battletech PC game harkens back to the the 1980s wargame. "My original 35-year-old tabletop design is both our biggest asset and also one of our biggest challenges," says Jordan Weisman.
Console/PC, Design, Video

Game design tips from the developers of X-Wing Miniatures  
by Bryant Francis [07.14.17]
Watch our conversation with the developers of X-Wing Miniatures if you want some exceptionally insightful design tips.
Console/PC, Design, Video