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May 26, 2018
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Updates » Design
Don't Miss: Moral Code - Learning from 'Lawful Good' in roleplaying games 8
by Katherine Cross [05.03.18]
In this 2015 feature, paladin and columnist Katherine Cross examines morality mechanics and alignment in roleplaying games.
Design

Blog: A final MDA analysis of The Quiet Sleep 2
by Gamasutra Community [05.03.18]
Why Not Games programmer and designer Nikhil Murthy goes over the features of The Quiet Sleep and explains how they work towards his desired aesthetics.
Design

Push the button: Steam now supports the Switch Pro Controller 1
by Chris Kerr [05.03.18]
Valve has added official support for Nintendo's Switch Pro Controller, meaning fans of the gamepad can tinker around and whip up their own controller configurations.
Console/PC, Programming, Design

Flashpoint is archiving Flash games before they disappear forever 3
by Emma Kidwell [05.02.18]
Ben Latimore writes about his quest to save Flash games before they disappear.
Console/PC, Design, Production

Unity rolls out new major features in update 2018.1 2
by Emma Kidwell [05.02.18]
Unity version 2018.1 is now available to developers with several updates and new features.
Console/PC, Design, Business/Marketing

Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Bryant Francis [05.02.18]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design, Video

Video: How XCOM 2 hid smaller stories in plain view 1
by Staff [05.01.18]
In this 2018 GDC session, Firaxis Games' Justin Rodriguez explores the different components of environmental storytelling in XCOM 2.
Console/PC, Design, Video

Emphasizing combat over fantasy elements in Mount and Blade  
by Emma Kidwell [05.01.18]
In an interview with PC Gamer, Mount and Blade developer Armağan Yavuz discusses how the game succeeded without traditional fantasy elements.
Console/PC, Design

Don't Miss: The Binding of Isaac postmortem 26
by Staff [05.01.18]
In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Design, Production, Business/Marketing

Swery shares lessons learned from trying to crowdfund The Good Life 2
by Brittany Vincent [05.01.18]
"Embarrassingly, we didn't know anything about crowdfunding when we started our previous campaign," Hidetaka "Swery" Suehiro tells Gamasutra. "So we made a lot of changes."
Indie, Design

Blog: Creating a meaningful campaign in Six Days in Fallujah 2
by Gamasutra Community [05.01.18]
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.
Design

Blog: Encouraging, embracing and processing game design feedback 2
by Gamasutra Community [05.01.18]
As a game designer, dealing with feedback is an everyday part of the job. I share five tips that aim to help you improve how you deal with feedback during game development.
Design, Production

Disturbing players with unsettling camerawork in Paratopic  
by Diego Arguello [05.01.18]
Paratopic devs Doc Bufford, Jess Harvey and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design, Video

Video: How Gorogoa blends storytelling with puzzle design  
by Staff [04.30.18]
In this 2018 GDC session, Buried Signal's Jason Roberts provides an extensive look at the complex design process that led to Gorogoa.
Indie, Design, Video

The rough beginning of Panzer Dragoon Saga's development  
by Emma Kidwell [04.30.18]
13 former Team Andromeda members speak about their experiences during various stages of Panzer Dragoon Saga's development.
Console/PC, Design, Production

Don't Miss: The history and theory of sandbox gameplay 8
by Staff [04.30.18]
In this 2009 feature, Steve Breslin examines the history and state of the 'sandbox game', looking at games like GTA IV and Spore to see how they fulfill the concept of unlimited, unfettered creativity.
Design

Blog: Designing a vast urban sprawl for (the cancelled) Prey 2 5
by Gamasutra Community [04.30.18]
In 2011, the Bowery district was alive and kicking. A wretched hive of scum and villainy. It was supposed to be one of the regions players would bounty hunt aliens in the cancelled sequel to Prey.
Design

Sponsored: The 10 best universities for game development programs 1
by 80 LEVEL [04.30.18]
Game development resource 80 LEVEL has analyzed more than 100 schools to compile a comprehensive list of the best universities for game development.
Programming, Art, Audio, Design, Production, Business/Marketing, Student/Education

Blog: Developing games in non-developed territories - Part 1 2
by Gamasutra Community [04.30.18]
In this series, I want to look at the some of the problems and constraints facing those developers creating games in emerging territories.
Design, Production

Making Frostpunk grim without descending to dark comedy 9
by Bryant Francis [04.30.18]
The developers of Frostpunk drop by to discuss how to properly manage tone when making a game with explicit social commentary.
Console/PC, Design, Video