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May 26, 2018
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Updates » Design
Omensight's developers discuss making a murder mystery in just 18 months  
by Bryant Francis [05.16.18]
One of the co-creators of Omensight shares tips on managing narrative variables, streamlining animation inspiration and lessons from real-life martial arts in video games.
Console/PC, Design, Video

We're chatting with the devs behind Omensight at 3PM EDT  
by Bryant Francis [05.16.18]
We're diving into a hack-and-slash murder mystery with the makers of Omensight starting at 3PM EDT.
Console/PC, Design, Video

Browser-based VR/AR/3D toolkit Amazon Sumerian now available for devs  
by Emma Kidwell [05.15.18]
Amazon Sumerian, a platform for creating VR, AR and 3D applications, is now available for developers.
VR, Console/PC, Design

Video: How EA Sports games are designed for blind players  
by Staff [05.15.18]
In this GDC 2018 session, EA Sports' Karen Stevens discusses how gameplay without sight is currently possible for many popular EA titles.
Console/PC, Design, Video

Why procedural levels were better than handmade ones for City of Brass  
by Bryant Francis [05.15.18]
The developers behind City of Brass describe what they've learned while taking up the technology of procedural generation.
Console/PC, Design, Video

Sonic the Hedgehog devs explain how competing with Mario influenced development  
by Alissa McAloon [05.15.18]
Shmuplations has shared another translated article from its archives, this time featuring a collection of developer interviews about the creation of the original Sonic the Hedgehog.
Console/PC, Design

Don't Miss: More dirty coding tricks from game developers 7
by Staff [05.15.18]
This 2010 feature from Game Developer Magazine revisits the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Indie, Programming, Design, Production

Blog: The myth of the hero's journey
by Gamasutra Community [05.15.18]
The 'Hero's Journey' is a narrative pattern games have adopted from the film industry. Since then we've tried to build our narratives around it, but it's time to realise why that's nonsense.

Blog: Designing horizontal playspaces for (the cancelled) Prey 2 1
by Gamasutra Community [05.15.18]
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...

The Ocelot is a home-brew console that outputs to an oscilloscope 1
by Chris Kerr [05.15.18]
If you're a sucker for outlandish, quirky, or otherwise 'out-there' video game hardware, you'll want to feast your eyes on the Ocelot Arcade System.

Blog: Designing death in co-op roguelikes  
by Gamasutra Community [05.15.18]
I wanted analyse the co-op death mechanics in various roguelike games to see if I could tweak the formula.

Devs share the most memorable things they've had to cut from games 3
by Alan Bradley [05.15.18]
Sometimes the things you have to kill stay with you, as we discover in talking with devs on everything from Wizardry to Prototype to Shadowrun about their most memorable cut content and features.
Console/PC, Indie, Design, Production

How the DualShock 4's share button came to be 3
by Emma Kidwell [05.14.18]
In an interview with Polygon, one of the key designers of the share button, Toshi Aoki, discusses how the feature was initially pitched to Sony.
Console/PC, Design

Leaked photo shows new, accessible Xbox One controller  
by Emma Kidwell [05.14.18]
A leaked image released earlier today seems to show an Xbox One controller with accessibility in mind.
Console/PC, Design

Don't Miss: Understanding the creative intent behind Rage 64
by Brandon Sheffield [05.14.18]
In this classic feature, id CEO Todd Hollenshead and artist Andy Chang speak to what the original Rage team hoped to accomplish from both art and design perspectives
Console/PC, Design

Pixel Game Maker MV to be released in the US this summer  
by Emma Kidwell [05.14.18]
Kadokawa, the Japanese company behind the RPG Maker engine, recently announced Pixel Game Maker MV as the newest entry to its Maker software series.
Console/PC, Indie, Design

Chat with the developers of City of Brass at 7PM EDT  
by Bryant Francis [05.14.18]
The developers of City of Brass are beaming in from the land down under to discuss their procedurally-generated dungeon crawler at 7PM EDT.
Console/PC, Design, Video

Sponsored: How one Korean studio brought its hit mobile game to VR  
by Nanali Studios [05.14.18]
Nanali Studios from Seoul, South Korea explains the process of bringing its mobile game with over 500K downloads to VR.
VR, Console/PC, Indie, Design, Business/Marketing, Video, Sponsored Article

Blog: How does multiplayer impact replayability? 5
by Gamasutra Community [05.14.18]
For my next feature on replayability in video games, I wanted to talk about why multiplayer is such a requested feature among players.
Design, Production

'BOY' was Atreus tricky to implement, says God of War director 9
by Steven T. Wright [05.14.18]
"I was told multiple times, 'scale it back, change it so he’s simpler,'" says God of War director Cory Barlog. "I was even told to consider cutting him out of the game."
Console/PC, Design