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March 24, 2018
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Updates » Video
Nidhogg 2 developer Mark Essen explains the game's gruesome new look  
by Bryant Francis [08.23.17]
We dove deep into the frantic combat and lush art style of Nidhogg 2.
Console/PC, Design, Video

Video: An XCOM art director's guide to the art of pre-production  
by Staff [08.23.17]
Firaxis vet and XCOM 1 & 2 art director Greg Foertsch speaks at GDC 2017 about the art of pre-production, and how fellow devs can prepare for their next game to minimize problems down the line.
Console/PC, Art, Production, Video, Vault

Chat with Nidhogg 2 developer Mark Essen at 3PM EDT  
by Bryant Francis [08.23.17]
Ask questions about making good local multiplayer games with one of the minds behind Nidhogg 2 today at 3PM EDT.
Console/PC, Design, Video

Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Joel Couture [08.23.17]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more unorthodox escape ideas to the sequel."
Console/PC, Indie, Design, Video

Video: Making the music of Doom 1
by Staff [08.22.17]
At GDC 2017 composer Mick Gordon offers up a behind-the-scenes look at thecompositional process, production techniques and creative philosophies that went intoscoring the game.
Console/PC, Audio, Video, Vault

Teaching players without tutorials in Kingdoms and Castles 3
by Joel Couture [08.22.17]
"The game doesn't have a formal tutorial, so, we try to make everything as obvious and accessible as possible. It starts with two basic problems that need to be solved: homelessness and hunger."
Console/PC, Indie, Design, Video

Video: Polishing your indie game to shine bright like a diamond  
by Staff [08.21.17]
What's the right way to polish your indie game? Thomas Was Alone creator Mike Bithell shares some tips for making sure your game stands out from the crowd.
Console/PC, Video

Q&A: Bloodstained creator's keys to making a great 'Igavania' game 5
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Console/PC, Indie, Design, Video

Gamasutra plays Sonic Mania  
by Bryant Francis [08.18.17]
The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it.
Console/PC, Design, Video

We're streaming Sonic Mania today at 3PM EDT  
by Bryant Francis [08.18.17]
We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT.
Console/PC, Business/Marketing, Video

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage atGDC 2016to give a talk about how to decide whatgame you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

The Long Dark director explains why the right studio space is critical  
by Chris Kerr [08.17.17]
"What you realize when you work in a large studio environment -- youknow,at a Ubisoft or a Relic with a larger team -- is that working remotely isn't really a discussion point."
Business/Marketing, Video

Agents of Mayhem's design director discusses open-world development  
by Bryant Francis [08.16.17]
We talked to Agents of Mayhem's design director to learn more about how Volition is building open-world games these days.
Console/PC, Design, Video

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Using sound design to give Slime Rancher charm without getting too gooey  
by Alissa McAloon [08.16.17]
A chorus of plorps, ploops, and cheers could easily become overwhelming for players in a game like Slime Rancher if not for its carefully constructed sound design.
Audio, Design, Video

Chat with Agents of Mayhem's design director today at 3PM EDT  
by Bryant Francis [08.16.17]
We're interviewing one of the lead developers behind Agents of Mayhem today at 3PM EDT.
Console/PC, Design, Video

How Sonic Mania's devs made the old new (and good) again 2
by Jon Irwin [08.16.17]
I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.
Console/PC, Design, Video

Gamasutra revisits the campy legacy of Night Trap  
by Bryant Francis [08.15.17]
The most famous full motion video game has returned, so today we sat down and looked at what made Night Trap so controversial in 1993.
Console/PC, Design, Video

Video: Inside the process (and philosophy) of animating Cuphead  
by Staff [08.15.17]
At GDC 2017,StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down howCuphead's vibrant visuals are created, as well as the studio's philosophy of design.
Indie, Art, Production, Video, Vault

Slime Rancher dev shares tips for making the most of the prototyping stage  
by Alissa McAloon [08.15.17]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production, Video