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January 21, 2018
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Updates » Video
Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

Chat with the designers of the X-Wing Miniatures game at 3PM EDT  
by Bryant Francis [07.14.17]
We're chatting about the design and development of Fantasy Flight's X-Wing Miniatures game today at 3PM EDT.
Console/PC, Design, Video

Marc ten Bosch created an extradimensional game engine for 4D Toys 4
by Chris Priestman [07.14.17]
Marc ten Bosch's says his new mobile title as an "interactive toy." It gives us a taste of the sort of four-dimensional objects he's been playing around with for his long-awaited gameMiegakure.
Smartphone/Tablet, Indie, Art, Design, Video

Video: How Halo 4 achieved high-quality assets without sacrificing performance 1
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

How an indie game became the star of a Nine Inch Nails music video 1
by Alissa McAloon [07.13.17]
Thanks to an unexpected Twitter direct message, Jeff Minter's game Polybius landed the starring role in the video for a Nine Inch Nails single.
Console/PC, Indie, Video

Gamasutra plays Final Fantasy XII: The Zodiac Age  
by Bryant Francis [07.12.17]
Developers Jesse Harlin and Joey Wiggs join us for a look back at the 12th (main) entry in the Final Fantasy series.
Console/PC, Design, Video

Video: Lessons learned from citizen science efforts in EVE Online  
by Staff [07.12.17]
At GDC 2017, MMOS' Attila Szantner and CCP's Bergur Finnbogason spoke at length about how they worked to integrate real science research into EVE Online as a seamless, productive experience.
Social/Online, Video, Vault

We're streaming Final Fantasy XII: The Zodiac Age at 3PM EDT  
by Bryant Francis [07.12.17]
We're revisiting one of the more controversial entries in the Final Fantasy series to mark its 11-year anniversary and remastered edition.
Console/PC, Design, Video

Creating the 30 different control schemes of Edith Finch 1
by Alex Wiltshire [07.12.17]
How the indie game company Giant Sparrow created 30 richly varied control schemes for What Remains of Edith Finch using only the analog sticks and one trigger button.
Console/PC, Indie, Design, Video

Video: Crafting the sound of No Man's Sky  
by Staff [07.11.17]
At GDC 2017, sound designer Paul Weir breaks down how the game makes use of innovative audio tech, including a vocal modeling synthesizer plugin and a custom-built generative music system.
Indie, Audio, Video, Vault

Tired of coding jumping from scratch, dev debuts new 2D Unity game engine Exclusive 1
by Alex Wawro [07.11.17]
"In my career, I’ve probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie, Production, Exclusive, Video

Valve has an entirely new recommendation system in the works for Steam 1
by Alissa McAloon [07.11.17]
Valve has detailed a number of upcoming changes to the Steam Store that all aim to accomplish one major goal: connect the right games with the right customers.
Console/PC, Business/Marketing, Video

Video: The Hitman Go design postmortem  
by Staff [07.10.17]
At GDC 2015, Hitman GO game director Daniel Lutz delivers a postmortem analysis of the game and its unorthodox design concept: a minimalistic strategy game with diorama-style set pieces.
Smartphone/Tablet, Design, Video, Vault

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Designing each of the 50 weapons in Dead Cells to feel distinctive  
by Joel Couture [07.07.17]
"The basic sword is pretty boring – you just hack and slash. But then, the next iteration of that sword might be, if you’ve got less than fifty percent health, then it does critical hits at all times."
Console/PC, Indie, Design, Video

How Yager Development moved from premium to F2P for Dreadnought 2
by Alan Bradley [07.07.17]
The studio that brought us premium triple-A games like Spec Ops: The Line explains how they adapted to the different requirements and demands of free-to-play for their combat flight simulator Dreadnought.
Console/PC, Indie, Business/Marketing, Video

Video: Lessons learned from designing tutorials for The Last Of Us  
by Staff [07.06.17]
At GDC 2014 game designer Elisabetta Silli shares her story (with some broadly applicable takeaways) about her experience joining Naughty Dog and contributing to The Last Of Us late in development.
Console/PC, Design, Video, Vault

Watch and learn: What these game devs learned from failure  
by Alissa McAloon [07.05.17]
Game developers Adriaan de Jongh, Michael Molinari and Tim Rogers run through the mistakes made and lessons learned from creating games that would eventually flop in some way.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Composer and director of Rakuen on crafting an evocative soundtrack 1
by Joel Couture [07.05.17]
"Being both the composer and game developer helped a lot. Music wasn't an afterthought; I was able to take it into account from the very beginning of development.”
Console/PC, Indie, Art, Audio, Design, Video

Turning da Vinci's inventions into puzzles in House of Da Vinci
by Jennifer Allen [07.04.17]
How Blue Brain Games is building game mechanics around da Vinci's most iconcic inventions. "We wanted the puzzles to be connected and for the player to work his way systematically through the house."
Smartphone/Tablet, Indie, Design, Video