Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Video
We're streaming Wolfenstein II: The New Colossus at 3PM EDT  
by Bryant Francis [10.27.17]
We're playing the first hour of Wolfenstein II at 3PM EDT. Come share your thoughts about the game!
Console/PC, Design, Video

Dev Q&A: A Mortician's Tale challenges how games depict death 2
by John Harris [10.27.17]
"It's really important for us to find the correct amount of accuracy versus comfort. It's very different to read about a thing, and imagine it, and directly interact with a dead body."
Console/PC, Indie, Design, Business/Marketing, Video

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

Crafting a fun, varied combo system for brawler Deadbeat Heroes  
by Jack Yarwood [10.26.17]
Two former Lionhead devs who loved to play brawlers on their lunch hour went indie, and crafted the beat 'em up Deadbeat Heroes. They discuss how the combo system came together with Gamasutra.
Console/PC, Indie, Design, Video

Some overlooked gems of game design in Murdered: Soul Suspect  
by Bryant Francis [10.25.17]
We took a look at the interesting game mechanics that have helped Murdered: Soul Suspect find a small fanbase even after its developer closed up shop.
Console/PC, Design, Video

Video: Diagnosing and improving UX in a live game  
by Staff [10.25.17]
At GDC 2017 Digit Games Studio's Om Tandon breaks down how UX (user experience) designers can collaborate with developers, data scientists, and monetization teams to address problems with a game.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Battlegrounds' beloved butt-protecting frying pan was an accidental addition  
by Alissa McAloon [10.25.17]
"Stuff like that is truly emergent," PlayerUnknown's Battlegrounds creator Brendan Greene tells Eurogamer. "Something that you can never really plan for.”
Console/PC, Social/Online, Video

We're analyzing the narrative design of Murdered: Soul Suspect at 3PM EDT  
by Bryant Francis [10.25.17]
Join us for a close look at the narrative design of Murdered: Soul Suspect at 3PM EDT.
Console/PC, Design, Video

Nintendo revisiting freemium model in Animal Crossing: Pocket Camp 1
by Chris Kerr [10.25.17]
The title looks similar to other entries in the series, but has players managing and frolicking around a campsite instead of renovating an entire village.
Smartphone/Tablet, Business/Marketing, Video

Blending visual novel and sanity meter in Tokyo Dark  
by Joel Couture [10.25.17]
"We're big fans of the Call of Cthullu tabletop game. Tracking Sanity, Professionalism, Investigation and Neurosis (SPIN) came directly from our experiences with many forms of tabletop role playing."
Console/PC, Indie, Design, Video

Video: How replays helped Poly Bridge succeed via social media  
by Staff [10.24.17]
At GDC 2016 Poly Bridge developer Patrick Corrieri details the game's replay sharing feature: a powerful tool that lets any game give ownership of player-created content back to the the player.
Social/Online, Indie, Business/Marketing, Video, Vault

How Jeff Minter's Polybius brought his signature style to VR 1
by Jack Yarwood [10.24.17]
The colorful dev Jeff Minter and the Llamasoft team transposed their trademark shooter style into VR for their latest title Polybius, without sacrificing quality or giving the player motion sickness.
VR, Console/PC, Indie, Art, Design, Video

Video: A game dev guide to breathing life into your levels  
by Staff [10.23.17]
At GDC 2016's Level Design Workshop, Hangar 13's Seth Rosen deconstructs how AI actors with systemic behaviors are the key to demonstrating the life of a level right in front of the player.
Console/PC, Design, Video, Vault

Opinion: Star Trek Online's 'episodes' are the key to its success 1
by Katherine Cross [10.23.17]
"Star Trek Online really is the unofficial heir to the television series’ mantle of canon, and in the weeks I’ve played the game I’ve truly come to appreciate its storytelling and unique take on its source material."
Console/PC, Design, Video

The developer of A Mortician's Tale talks death-positive game design 1
by Bryant Francis [10.20.17]
See why one game developer decided to stare death in the face when making A Mortician's Tale.
Console/PC, Design, Video

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Chat with the developer of A Mortician's Tale at 3PM EDT  
by Bryant Francis [10.20.17]
We're talking to the developer of the death-positive funeral home simulator A Mortician's Tale at 3PM EDT.
Console/PC, Design, Video

Developer interview: The one-man studio behind Jettomero 1
by John Harris [10.20.17]
Gamasutra did a livestream chat with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe. Here are some highlights from the conversation.
Console/PC, Indie, Art, Design, Business/Marketing, Video

Video: Avoiding 3 common pitfalls of AI development  
by Staff [10.19.17]
At GDC 2016, Insomniac's Jan Mueller gives a great talk on the topic that used examples from Sunset Overdrive and other games to challenge 3 common misconceptions about AI in games.
Console/PC, Programming, Design, Video, Vault

Does Visceral's closure prove AAA single-player games are dying? 21
by Gamasutra staff [10.19.17]
What does EA's decision to close Visceral Games and redirect the development of the single-player Star Wars game they were working on say about the state of AAA games? Gamasutra staffers weigh in.
Console/PC, Business/Marketing, Video