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May 26, 2018
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Updates » Design
Video Game Deep Cuts: One Hour, One Frostpunk 1
by Gamasutra Staff [05.13.18]
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Japanese devs reflect on the recent renaissance of Japanese games  
by Alex Wawro [05.11.18]
Notable Japanese game devs speak to the state of the Japanese game industry, and the factors behind its recent renaissance of flashy, well-received games, in a fascinating new Archipel documentary.
Console/PC, Indie, Design, Business/Marketing, Video

Clearing up misconceptions around motion sickness in VR 3
by Emma Kidwell [05.11.18]
VR dev Suzanne Leibrick clears up some misconceptions around motion sickness in VR through a series of informative tweets.
VR, Design

Don't Miss: Pay-To-Flay: Examining microtransactions in Mortal Kombat X 38
by Staff [05.11.18]
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing

Opinion: Neo Cab and the effort to make an empathetic game about gamification 1
by Katherine Cross [05.11.18]
"We’re less interested in creating a character that players will empathize with than we are in creating a character whose empathy is core to her strength," says Neo Cab dev Patrick Ewing.
Indie, Design

Blog: Building a semi-procedural terrain and vegetation system - Part 1 2
by Gamasutra Community [05.11.18]
How we created a GPU based semi-procedural terrain and vegetation system with Unity to fit the need of our openworld game
Programming, Design

Blog: The risky business of creating an introspective blockbuster 1
by Gamasutra Community [05.11.18]
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its creators say it's not commentary. How do developers sell emotionally risky games to the world?
Console/PC, Design, Production

Blog: A study into item generation and replayability  
by Gamasutra Community [05.11.18]
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.
Design

Q&A: Building and balancing Battletech's procedural missions 2
by Alan Bradley [05.11.18]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

Weekly Jobs Roundup: Seismic Games, Telltale, and more are hiring now!  
by Staff [05.10.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Audio, Design, Recruitment

Designing Vandals, a turn-based stealth game about graffiti artists  
by Jennifer Allen [05.10.18]
"Even a puzzle game can be a stealth game...because you have to figure out how to get the perfect move," says dev Cosmografik in discussing the design of turn-based graffiti puzzler Vandals.
Smartphone/Tablet, Design

Blog: Calculating aiming reticles for moving targets 1
by Gamasutra Community [05.10.18]
When shooting at a moving target, you need to aim ahead so that the target will move into the cross hairs just as the bullet reaches it. Learn to calculate it for an aiming reticle or AI control.
Programming, Design

Blog: Looking back on our first year as an indie studio  
by Gamasutra Community [05.10.18]
This post provides a brief history of our indie studio, Missing Fish Games. It highlights the journey of four recent graduates who banded together to continue working while breaking into the industry.
Design, Production, Business/Marketing

Blog: An analysis of building in Fortnite 1
by Gamasutra Community [05.10.18]
In the wake of the meteoric rise of Fortnite, many people ask how it compares to PUBG, the extremely popular predecessor in the battle royale genre. I find out by digging into the building mechanics.
Design

How the QUBE 2 devs built a better massive 3D puzzle labyrinth  
by Jack Yarwood [05.10.18]
Q.U.B.E. 2 creative director Dave Hall opens up about how the team at Toxic Games made it, why they switched from Kismet to Blueprint, and what works when you're making a 3D puzzle game with a story.
Indie, Design, Video

Video: The potential of interactive fiction  
by Staff [05.09.18]
In this GDC 2015 session, Choice of Games' Heather Albano provides some examples of important interactive fiction games released over the last few years.
Indie, Design, Video

Don't Miss: Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Staff [05.09.18]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Console/PC, Indie, Design

Blog: Creating winning video game theme songs - Part 2  
by Gamasutra Community [05.09.18]
A second article in my series about vocal theme songs in video games. In this post I showcase a recent project and feature work-in-progress audio examples to illustrate my approach.
Audio, Design

EA will continue to use loot boxes that are 'transparent, fun, and fair' 8
by Chris Kerr [05.09.18]
EA says it will continue to "push forward" with loot boxes, but only as long as it can deliver experiences in a "transparent, fun, fair, and balanced way."
Console/PC, Design, Business/Marketing

Blog: Why is Harry Potter: Hogwarts Mystery so successful? 7
by Gamasutra Community [05.09.18]
Wargaming marketing lead Vadim Bulatov attempts to unearth the secret behind Harry Potter: Hogwarts Mystery's success.
Design, Business/Marketing