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Updates » Design
Video: How the Witcher devs turn ideas into actual game features  
by Staff [03.24.16]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design, Video, Vault

Looking back at the Dreamcast controllers that might have been  
by Alex Wawro [03.24.16]
This week a game history buff reminds us of the remarkable array of Dreamcast controller prototypes Sega went through before settling on the now-familiar final model for its console swan song.
Console/PC, Design

The Spiral Dance: Ice-Bound shows that books aren't out of style  
by Katherine Cross [03.24.16]
The Ice-Bound Concordance is a masterfully layered game about the significance of writing and editing that requires players to sift through an actual physical book as they play.
Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Video

Don't Miss: Creating the rich, detailed world of Samorost 3  
by Chris Baker [03.24.16]
Amanita Design founder Jakub Dvorský talks about the design of the unique game world in the studio's latest work, Samorost 3. and the ins and outs of how it was crafted.
Indie, Art, Design

Mario and 'self-selecting difficulty' in game design 3
by Gamasutra Community [03.24.16]
"With Self-Selecting Difficulty is easy to accommodate a huge swath of skill levels at the same time, but it makes it hard to reward player growth and in many cases punishes it by withholding some of the more fun mechanics."
Console/PC, Design

The core of Spelunky, straight from Derek Yu's new book 7
by Gamasutra Community [03.24.16]
Developer Derek Yu discusses the very earliest build of Spelunky, the core elements of the game, the importance of themes, and the relationship between artists and their influences.
Console/PC, Indie, Design

Game devs meet toy devs: Can Jumo unlock the next phase of toys-to-life? 1
by Christian Nutt [03.23.16]
The man behind Tamagotchi and Transformers meets up with Tokyo and Seattle-based game dev veterans to form a new company -- but can Jumo push the toys-to-life market to new heights?
Smartphone/Tablet, Design, Business/Marketing, Video

Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Two decades later, Mikami recounts the origin story of Resident Evil 1
by Alex Wawro [03.23.16]
Resident Evil is now a transmedia franchise, but in a chat with GameSpot series creator Shinji Mikami and lead programmer Yasuhiro Ampo remember when it was just a horror game in a haunted house.
Console/PC, Design

SCUMM co-creator digs up game design treasure trove 2
by Chris Kerr [03.23.16]
After spending his career at Atari, LucasArts, 3DO, and Microsoft, veteran programmer Aric Wilmunder has amassed a treasure trove of design documents, and now he's going to share them with the world.
Console/PC, Programming, Design

Video: How Double Fine remastered Day of the Tentacle  
by Chris Kerr [03.23.16]
Double Fine has been in the business of resurrection in recent years, and now the studio has given us a behind-the-scenes look at how it brought its 1993 classic, Day of the Tentacle, back to life.
Console/PC, Design, Production, Video

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault

Don't Miss: The ultra-modern stylings of Hyper Light Drifter 3
by Kris Ligman [03.22.16]
In this classic 2013 interview, Gamasutra speaks to Hyper Light Drifter devs Alex Preston and Teddy Diefenbach to get to the bottom of just what it is about the game that struck a chord with players.
Indie, Art, Design, Production

One Last Cup makes a game out of criminals' pre-heist conversation 1
by Katherine Cross [03.22.16]
The last thing you expect from a conversation between cyber-criminals before a deadly mission is a blush-inducing chat about synth pop, but One Last Cup manages to subvert expectations in more ways than one.
Indie, Art, Design, GDC

Oculus doubts commercial viability of room-scale VR -- for now 4
by Alex Wawro [03.22.16]
"We have the tech ability to provide room scale," Oculus' Jason Rubin tells Polygon. "We don't believe that the consumer has the space."
VR, Design

Blog: An interview with a Resident Evil artist 2
by Gamasutra Community [03.22.16]
Resident Evil series concept and character artist Satoshi Nakai speaks about his life in video games.
Art, Design

Video blog: The linguists behind Far Cry Primal  
by Gamasutra Community [03.22.16]
John Harney from History Respawned talks with linguistic experts Andrew Byrd and Brenna Reinhart Byrd about their work on the languages used in Far Cry Primal.
Design, History

What Asobo Studio has learned from designing games for HoloLens 8
by Chris Baker [03.22.16]
Asobo Studio is working with Microsoft on two flagship augmented reality games for the Hololens: the mystery Fragment and the the platformer Young Conker.
Console/PC, Design, Production, Video, GDC

Get a job: Disney Interactive seeks a Lead Game Designer  
by Staff [03.21.16]
The Walt Disney Company is looking to hire an experienced game designer to take a lead role in developing F2P mobile games at its Disney Interactive division in Glendale, CA.
Smartphone/Tablet, Design, Recruitment