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January 22, 2018
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Updates » Video
Chat with the developers of Opus Magnum at 3PM EDT  
by Bryant Francis [11.01.17]
We're talking to Zach Barth and Matthew Burns and playing their new game Opus Magnum at 3PM EDT.
Console/PC, Design, Video

Google launches VR and AR object library called 'Poly'  
by Chris Kerr [11.01.17]
Google has launched Poly, a digital library where virtual and augmented reality devs can find and download 3D objects for use in their apps.
VR, Production, Video

How Cuphead nailed the look and feel of classic 1930s cartoons 2
by Willie Clark [11.01.17]
Cuphead's uncanny recreation of classic 1930s toons isn't just about art style. The game captures every element of the source material, from fonts and technical imperfections to scratches on the film.
Console/PC, Indie, Art, Video

Video: Juggling the chainsaws of work-for-hire vs. original projects  
by Staff [10.31.17]
At GDC 2016, ClutchPlay Games' Amy Dallas tackles the practical realities ofbalancing work-for-hire projects vs. developing original IP, and what she & her team have learned from doing it for years.
Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Dev draws flak for making a game about resisting oil pipelines 8
by Alex Wawro [10.30.17]
The political fire around Thunderbird Strike is a good example of the pushback devs should be prepared for when making games with themes & messages that might run counter to interests of major powers.
Indie, Video

Video: How Naughty Dog designed The Last Of Us' brutal melee system  
by Staff [10.30.17]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 gameThe Last Of Us.
Console/PC, Design, Video, Vault

Classic Postmortem: Ensemble Studio's classic RTS Age of Mythology GDMag Exclusive  
by Ian Fischer and Greg Street [10.30.17]
15 years ago today, Ensemble Studios released acclaimed RTS Age of Mythology. In this postmortem from Game Developer magazine, they discuss what went right (and wrong) during the making of the game.
Console/PC, Art, Design, Production, History, Video, GD Mag Exclusive

Gamasutra plays Super Mario Odyssey  
by Bryant Francis [10.27.17]
We checked out Mario's latest adventure to see how Nintendo has upgraded its design sensibilities and made a mission statement for the Switch.
Console/PC, Design, Video

Does Wolfenstein II's brutal opening have design value? 4
by Bryant Francis [10.27.17]
The opening hour of Wolfenstein II contains graphic imagery and intense themes. We examine how these depictions add to the game, and what goal they serve beyond exploitative catharsis.
Console/PC, Design, Video

Video: Applying entrepreneurial skills to be a better game dev  
by Staff [10.27.17]
At GDC 2017, game industry vet Jason Della Rocca offers advice on everything from leading a team to securing funding to marketing your game and keeping your head straight throughout the whole process.
Console/PC, Indie, Business/Marketing, Video, Vault

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'sOm 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 acampsite 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 Cthullutabletop 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