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January 18, 2018
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How to harvest honest player feedback and design better levels  
by Chris Kerr [06.30.17]
What's the best way to harvest honest player feedback? Aside from relying on your playtesters, there are a few other tricks you can use to tap into a player's subconscious.
Production, Video

Fine-tuning the AI in Rupeck's proc-gen platformer Caveblazers  
by Jack Yarwood [06.30.17]
Caveblazers mixes up the procgen platformer style of games like Spelunky by adding intelligent AI behaviors to enemies, and to NPCs that can become potential allies.
Console/PC, Indie, Programming, Design, Video

Gamasutra plays Diablo II to celebrate its 17th birthday  
by Bryant Francis [06.29.17]
Diablo II is now 17 years old, so we decided to have a chat about its design and impact over on the Gamasutra Twitch channel.
Console/PC, Design, Video

Video: A postmortem look at the scoring of BioShock Infinite  
by Staff [06.29.17]
At GDC 2015, composer Gary Schyman shares an earnest postmortem of his work on BioShock Infinite, in the process offering fellow devs an inside look at the complexities of scoring a big-budget game.
Console/PC, Audio, Video, Vault

Join us on Twitch at 3 PM ET as we revisit Diablo II on its 17th birthday  
by Alex Wawro [06.29.17]
Diablo II is 17 today, so to mark the occasion tune into the Gamasutra Twitch channel at 12 PM PT (3 PM ET) as we return to Sanctuary to kick some pyres, light some fires, and seek game design gold.
Console/PC, Production, History, Video

Mixing 'bullet hell' shmup with roguelike in Team D-13's Monolith  
by Joel Couture [06.29.17]
"Monolith contains thousands of room layouts, of which you will see about 100 or so in a given run," says Taylor Miller, lead programmer for the game.
Console/PC, Indie, Design, Video

Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault

Unity showcases new camera and Timeline tech ahead of 2017.1 release 3
by Alex Wawro [06.27.17]
Unity opened its Unity Europe event today with a lengthy keynote that showcased some of the new features coming to the game engine, including a new "smart camera system" called Cinemachine.
Console/PC, Video

Get some great tips to improve your level design skills  
by Bryant Francis [06.27.17]
Level design can be a tricky task, so we tried to improve our skills while getting great advice from some top-notch game developers from across the globe.
Console/PC, Design, Video

Video: Crafting epic, interactive music for Final Fantasy XV  
by Staff [06.27.17]
At GDC 2017 Square Enix audio programmer Sho Iwamoto takes the stage stage to explain how the Final Fantasy XV team designed a custom system to allow for interactive music that still sounds epic.
Console/PC, Audio, Video, Vault

Chat about good level design with the pros at 1PM EDT  
by Bryant Francis [06.27.17]
We're experimenting with some level design in the SnapMap tool and talking about best practices for the field at 1PM EDT on Twitch.
Console/PC, Design, Video

Playdead co-founder Dino Patti helps form new studio, Jumpship  
by Chris Kerr [06.27.17]
Playdead co-founder Dino Patti, who left the Limbo developer last year after a purported conflict with business partner Arnt Jensen, has established a new indie studio called Jumpship.
Business/Marketing, Video

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jesse McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

Experiencing a protagonist's personal hell in The Town of Light  
by Katherine Cross [06.26.17]
This harrowing game, set it a real mental hospital that was closed in the 1970s, turns your stomach not with blood or gore but with a deep understanding of its protagonist's personal hell.
Console/PC, Indie, Art, Design, Video

How Nex Machina could replicate vintage arcades using microtransations 5
by Chris Kerr [06.26.17]
The Nex Machina developers might soon try to emulate the classic arcades of yesteryear by implementing a new mode that charges players 25 cents per life. 
Console/PC, Business/Marketing, Video

What it's like to follow your hit indie game (2M+ sold!) with a 6K sales 'bomb' 16
by Alex Wawro [06.23.17]
In a new YouTube video, Introversion devs Mark Morris and Chris DeLay speak very frankly about being surprised to find Scanner Sombre has sold roughly 6,000 copies in the two months since launch.
Indie, Business/Marketing, Video

Video: Understanding the nature (and future) of board game design  
by Staff [06.23.17]
Get fresh insight into game design by watching this GDC 2017 tabletop game "state of the industry" discussion with game designers Rob Daviau, Geoffrey Engelstein, and Eric Lang.
Console/PC, Design, Video, Vault

Learn about some of the tough decisions behind making Nex Machina 1
by Bryant Francis [06.23.17]
We quizzed one of the developers behind Nex Machina about surviving in the modern indie market and working with industry legend Eugene Jarvis.
Console/PC, Design, Video

Final Fantasy XIV devs recall the issues that led to the game's ill-fated debut 3
by Alissa McAloon [06.23.17]
Noclip spoke with a number of Square Enix developers to pinpoint some of the development issues that contributed to troubled first version of the online game.
Social/Online, Programming, Production, Video