Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2018
arrowPress Releases






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


Updates » Video
Video: Realizing responsive, high-fidelity character movement in Just Cause 3  
by Staff [10.12.17]
At GDC 2015, Avalanche Studios' Jeet Shroff and Alex Crowhurst broke down how the studio walked the line between responsive movement and smooth animation while making Just Cause 3.
Console/PC, Art, Design, Video, Vault

Inside the ever-shifting levels of Runic Games' Hob 2
by John Harris [10.12.17]
"It's never 'do we want to make a $20 game or a $60 game?' We always make the best game we can. But there's something magic about the twenty-dollar price tag."
Console/PC, Indie, Design, Video

Video: Learning from trance and meditation to make better games  
by Staff [10.11.17]
At GDC 2017, indie game designer Robin Arnott dug into the value of trance states, and offered fellow devs insight into how to induce such experiences by studying the many causes and types of trance.
Indie, Design, Video, Vault

Oculus' 'Santa Cruz' wireless VR headset will have Touch-like motion controllers 1
by Alex Wawro [10.11.17]
Oculus has confirmed that the "Santa Cruz" wireless VR headset it's currently developing will support positionally-tracked gesture-sensing hand controllers, a la Oculus Touch.
VR, Business/Marketing, Video

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault

Hellblade dev marking World Mental Health Day by donating game sales to charity  
by Chris Kerr [10.10.17]
Hellblade: Senua's Sacrifice developer Ninja Theory is marking World Mental Health Day by donating all proceeds from sales of the game to mental health charity, Rethink. 
Console/PC, Business/Marketing, Video

A view from the director's chair of Assassin's Creed: Origins  
by Bryant Francis [10.10.17]
Gamasutra talked to Assassin's Creed: Origins director Ashraf Ismail about leading gigantic teams while still chasing creative ideas in game design.
Console/PC, Design, Video

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today 3
by Garth DeAngelis [10.09.17]
Five years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Gamasutra plays the Star Wars Battlefront II multiplayer beta  
by Bryant Francis [10.06.17]
Watch as the Gamasutra crew attempts to save and/or conquer the galaxy in the Battlefront II multiplayer beta.
Console/PC, Design, Video

Video: Game career advice from women who have been there and done that  
by Staff [10.06.17]
This fantastic series of microtalks (delivered at GDC 2017's Game Career Seminar) offers would-be game devs (especially women) some career advice gleaned from notable devs' own industry experiences.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

We're streaming the Star Wars Battlefront II multiplayer beta at 3PM EDT  
by Bryant Francis [10.06.17]
We're hopping in to the multiplayer beta for EA's next Star Wars-themed shooter at 3PM EDT.
Console/PC, Design, Video

What happens to your Steam collection when you die? 12
by Chris Kerr [10.06.17]
Can you leave your games to someone else, or are they destined to float around in the void until humanity meets what we're assuming will be a fairly sticky end? 
Console/PC, Business/Marketing, Video

Video: Doing procedural shader-based animations in Fortnite  
by Staff [10.05.17]
At GDC 2013 Epic Games' Jonathan Lindquist deftly explains how Fortnite got its unique look, offering a behind-the-scenes look at the game's shader-based procedural animation.
Console/PC, Programming, Art, Video, Vault

Faithfully adapting the tabletop classic Ogre  
by Jennifer Allen [10.05.17]
Auroch Digital talks about the challenges of faithfully adapting Steve Jackson Games' classic 1977 tabletop title Ogre.
Console/PC, Indie, Design, History, Video

Inside the development of Conan Exiles: The Frozen North  
by John Harris [10.05.17]
Joel Bylos, creative director on Funcom's Conan Exiles, discusses development of the Frozen North expansion, how it was influenced by Zelda: Breath of the Wild, and challenges of console dev.
Console/PC, Design, Video

New time-lapse videos showcase Thirty Flights of Loving's development  
by Alex Wawro [10.04.17]
Now, many years later, developer Brendon Chung has uploaded a playlist that showcases how different facets of the IGF award-nominated game were developed using a modified Quake 2 engine.
Indie, Production, Video

How a single developer brought the giant robot game Jettomero to life  
by Bryant Francis [10.04.17]
We chatted with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe.
Console/PC, Design, Video

Video: A behind-the-scenes look at the art of Old Man's Journey  
by Staff [10.04.17]
At GDC 2017, Broken Rules' Clemens Scott spoke frankly about how Old Man's Journey got its unique look -- and how they set up their art pipeline to efficiently produce that look.
Indie, Art, Video, Vault

Unity 2017.2 brings Autodesk integration into the fold 2
by Alissa McAloon [10.04.17]
A collaboration between Unity and Autodesk means that game devs and artists using tools from both companies should have an easier time in the future.
Art, Production, Video

We're chatting with the developer of Jettomero at 3PM EDT  
by Bryant Francis [10.04.17]
We're talking to the developer of Jettomero: Hero of the Universe today at 3PM EDT.
Console/PC, Design, Video