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May 26, 2018
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Updates » Design
Video: The rocket science behind Rocket League's physics  
by Staff [04.24.18]
Lead programmer at Psyonix Jared Cone discusses the rocket science behind Rocket League's physics.
Console/PC, Programming, Design, Video

Nintendo Switch hardware exploits cannot be patched out  
by Emma Kidwell [04.24.18]
Two hardware-based exploits for the Nintendo Switch have been released, allowing for users to run custom homebrew apps and games on the console.
Console/PC, Design

Blog: Expressing values on a logarithmic scale  
by Gamasutra Community [04.24.18]
Linear interpolation is undeniably useful, but sometimes values are better expressed on a logarithmic scale (music notes, zoom factors), and logarithmic interpolation is a better fit.
Design

Blog: Turning a fun concept into a hit 2
by Gamasutra Community [04.24.18]
Our game C.A.T.S. has more than 100 million installs. We want to share how we landed on the idea for the game, and how we removed some design risks early on in development.
Design

Blog: Lessons from five years of VR locomotion experiments 2
by Gamasutra Community [04.24.18]
A five year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
VR, Design

Creating a fake OS that feels like home in Secret Little Haven  
by Joel Couture [04.24.18]
Secret Little Haven developer Victoria Dominowski chats about how she designed the fake, Mac OS 9-inspired operating system of her game, and why it was important to make it feel safe and welcoming.
Indie, Design, Video

Maxis renames The Sims 4's in-game 'insane' trait to 'erratic' 1
by Alissa McAloon [04.23.18]
Though the developer did not comment on the change (or even mention it in the patch notes), the switch follows criticism of the trait’s name and its relationship to mental illness.
Console/PC, Design

Don't Miss: 7 works of interactive fiction that every developer should study 3
by Staff [04.23.18]
Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of.
Console/PC, Indie, Design

Blog: Why try-fail cycles are vital for telling interesting stories 2
by Gamasutra Community [04.23.18]
Games as power fantasies result in success after success for player character, which is exacltyl why a try-fail cycle is vital if you want to tell interesting stories.
Design

The animation and game design details that make Iconoclasts sing  
by Bryant Francis [04.23.18]
Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games.
Console/PC, Indie, Art, Design, Video

The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Console/PC, Design, Video

CCP chief: EVE dev's move to leave VR due to risk, not loss of faith  
by Emma Kidwell [04.20.18]
In an interview with Rock Paper Shotgun, Hilmar Veigar Pétursson discusses why CCP Games pulled out of VR development.
VR, Design

Blog: How the Rubik's Cube inspired a laid-back Atari puzzler  
by Gamasutra Community [04.20.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!
Design

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Console/PC, Design, Video

Create your own cardboard controllers with free 'gambi_abo' blueprints  
by Chris Kerr [04.20.18]
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind. 
Console/PC, Design

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by João Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev João Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive

Thanks to a cosmetic change, Epic accidentally rebalanced Fortnite's shotguns 12
by Alissa McAloon [04.19.18]
Epic Games decided to change the rarity ranking of Fortnite's in-game shotguns, and the result was an unprecedented change in how each weapon was used.
Console/PC, Social/Online, Design

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Console/PC, Indie, Design

Blog: Designing countermoves in PvP games 1
by Gamasutra Community [04.19.18]
As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves -- emergent solution to specific problems.
Design

Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Console/PC, Indie, Design