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January 22, 2019
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Updates » Design
Making exposition optional in Red Dead Redemption II 1
by Emma Kidwell [12.06.18]
Co-head of the Rockstar Games studio in Scotland Rob Nelson speaks with VentureBeat about the development of Red Dead Redemption II.
Console/PC, Design

Don't Miss: Balancing storytelling and player choice in Prey 1
by Alex Wiltshire [12.06.18]
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
Console/PC, Design

Enjoy deep dives into two classic Spider-Man games (one old, one new) at GDC 2019!  
by Staff [12.06.18]
Love Spider-Man games? Then you'll love GDC 2019, which boasts both a ton of insightful talks on Insomniac's Marvel's Spider-Man and a postmortem of the web-swinging in Treyarch's 2004 classic Spider-Man 2!
Console/PC, Design, GDC

Blog: Embracing the pseudo-hallucinatory phenomena induced by games 4
by Gamasutra Community [12.06.18]
Is the marketing campaign for Tetris Effect one of first to acknowledge that games are capable of producing hallucinatory-like phenomena?
Console/PC, Design

Watch Parkitect's developers explain the design of their theme park sim  
by Bryant Francis [12.05.18]
Learn how the developers of Parkitect carved their niche in the theme park management sim space.
Console/PC, Design, Video

Virtuos offers dev advice on porting games to the Switch
by Emma Kidwell [12.05.18]
Geek.com published an interview with Virtuos, a video game outsourcing studio known for porting big third-party titles like Dark Souls: Remastered and Starlink: Battle for Atlas.
Console/PC, Design

Epic unveils new Fortnite Creative mode focused on building  
by Emma Kidwell [12.05.18]
To usher in Fortnite's upcoming season 7, developer Epic Games announced Fortnite Creative, a new expansion that focuses on building.
Console/PC, Design

Don't Miss: Using specific design pillars to find the core of your game 3
by Gamasutra Community [12.05.18]
Max Pears breaks down how breaking key game qualities down into specific pillars can help developers keep their games coherent, and examines the practice through games like Breath of the Wild and The Last of Us.
Console/PC, Design

Chat with the developers of Parkitect starting at 3PM ET  
by Bryant Francis [12.05.18]
The developers of Parkitect are answering your questions starting at 3PM ET.
Console/PC, Design, Video

Blog: What anthropology has to say about games 1
by Gamasutra Community [12.05.18]
A personal inquiry into anthropological reasons of playing in an attempt to derive some game design suggestions from our inherited desires, needs and behaviors.
Design, Production

Blog: What designers failed to learn from Dark Souls 8
by Gamasutra Community [12.05.18]
The success of Dark Souls has spawned many imitators, and for today's post, we're going to look at the common elements people get wrong when analyzing Souls-like design.
Console/PC, Design

Enemy AI design in Tom Clancy's The Division 1
by Gamasutra Community [12.05.18]
This post explained how Massive attempted to diversify enemy encounters in The Division with five factions and 36 unique enemy character types.
Console/PC, Programming, Design

Opinion: It's 'Store Wars' in the 21st century 3
by Joost van Dreunen [12.05.18]
In this opinion piece, SuperData Research founder Joost van Dreunen examines the new digital store rivalries between Steam, Epic and a host of others - who will reign supreme?
VR, Console/PC, Indie, Design, Production, Business/Marketing

Video: The nature of order in game narrative  
by Staff [12.04.18]
In this GDC 2018 talk, Schell Games' Jesse Schell explores common elements in well-received game narratives in order to help developers create a story that will stick with players.
Console/PC, Design, Video

Google's cross-platform mobile app dev kit Flutter hits v. 1.0  
by Emma Kidwell [12.04.18]
Google has released version 1.0 of its open-source, cross-platform app building toolkit Flutter, with plans to bring the platform to the web as well. 
Smartphone/Tablet, Design

PlayStation Classic's hidden settings accessible through USB keyboards  
by Emma Kidwell [12.04.18]
Sony's PlayStation Classic has a hidden menu setting, and all it takes to gain access is a keyboard.
Console/PC, Design

Don't Miss: Resident Evil and the power of narrative context  
by Gamasutra Community [12.04.18]
When combining confined gameplay with narrative and context, you can create an incredibly immersive experience, argues Frictional Games' Thomas Grip.
Console/PC, Design

Get an inside look at the making of Destiny 2: Forsaken at GDC 2019  
by Staff [12.04.18]
Bungie recently released a big overhaul to its biggest game yet with Destiny 2: Forsaken, and at next year's Game Developers Conference you'll get a frontrow seat to see how they pulled it off.
Console/PC, Social/Online, Design

GDC 2019's new Game Discoverability Day will help you get your game noticed!  
by Staff [12.04.18]
Next year's Game Developers Conference will debut a special Game Discoverability Day, a full day of talks discussing practical case studies and strategies for devs to get their games noticed.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Blog: Exposing the lore dumps  
by Gamasutra Community [12.04.18]
Some tools and tricks to deliver and sneak information in your story. Smart exposition if you will. It's a wall of text about exposition.
Design, Production