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May 26, 2018
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Updates » Design
How the West was fun: Have a look at West of Loathing's design doc 3
by Alex Wawro [04.18.18]
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a public design doc for a comedy RPG set in a Wild West populated entirely by stick figures.
Indie, Design

Into the Breach's designers explain how to follow up from a hit game  
by Bryant Francis [04.18.18]
The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game.
Console/PC, Design, Video

How psychological experiments influenced the design of Vault 11 in Fallout: New Vegas  
by Emma Kidwell [04.18.18]
Former Obsidian Entertainment designer Eric Fenstermaker discusses how Vault 11 was designed in Fallout: New Vegas.
Console/PC, Design

Don't Miss: What is your game actually about? 8
by Staff [04.18.18]
In this reprint from the February 2010 issue of GD Mag, Civilization IV lead Soren Johnson talks about the difference between a game's "theme" and its "meaning."
Design

Blog: Breaking down the technologies of Civilization 2
by Gamasutra Community [04.18.18]
Why Not Games programmer and designers breaks down the various technologies present in Civilization.
Design

Blog: Creating a hard AI for Terra Mystica 1
by Gamasutra Community [04.18.18]
Digidiced has been trying to produce a hard AI for Terra Mystica using machine learning, but our results have been a lot less impressive than we were hoping for.
Programming, Design

Chat with the developers behind Into the Breach at 3PM EDT  
by Bryant Francis [04.18.18]
We're chatting with the minds who brought you Into the Breach at 3PM EDT. Come by and ask questions!
Console/PC, Design, Video

Blog: Analyzing Dead by Daylight's emblem system  
by Gamasutra Community [04.18.18]
I wanted to analyze Dead by Daylight's emblem system, a recently released scoring system which aims to redefine how players succeed in the game.
Console/PC, Design

Video: How the classic arcade game NBA Jam was designed  
by Staff [04.17.18]
Learn about the development of NBA Jam in this 2018 GDC session postmortem.
Console/PC, Design, Video

Devs can now pitch crowdfunded games based on D&D co-creator's unpublished work 3
by Emma Kidwell [04.17.18]
Fig partners with the Gygax Trust to develop co-creator of Dungeons & Dragons Gary Gygax's unreleased work into video games by putting a call out for interested devs.
Console/PC, Design, Business/Marketing

Report: Call of Duty: Black Ops 4 will not feature a single-player story 2
by Emma Kidwell [04.17.18]
Activision's upcoming Call of Duty: Black Ops 4 will not feature a traditional single-player campaign, with the company reportedly focusing on multiplayer and Zombies mode instead.
Console/PC, Design, Business/Marketing

Don't Miss: A game dev postmortem of Sony Santa Monica's God of War: Ascension 8
by Staff [04.17.18]
Sony Santa Monica senior producer Whitney Wade and director of internal development Chacko Sonny discuss bringing multiplayer to the God of War experience.
Console/PC, Programming, Art, Design, Production

Get a job: Magic Leap is hiring a Game Designer  
by Staff [04.17.18]
Magic Leap is looking for a motivated designer who is strong in core design fundamentals, while also ready to break new ground on a brand new platform establishing an all-new set of design rules.
Design, Recruitment

Game design portfolio-building tips from a Creative Assembly vet Exclusive 2
by Simon Mann [04.17.18]
In this helpful article, Creative Assembly senior designer Simon Mann describes ways to think like a designer and help build a strong game design portfolio to get yourself noticed.
Console/PC, Design, Exclusive

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Reversing the sunk cost fallacy: Devs recount what shouldn't have been cut 2
by Richard Moss [04.17.18]
"We should abandon that feature, even though we've sunk so much time and efort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Console/PC, Indie, Design, Production

HTC releases development kit for Vive Pro front-facing cameras  
by Emma Kidwell [04.16.18]
HTC announces the SRWorks SDK, a development kit for the front-facing cameras on the Vive Pro.
VR, Design

Blog: Riddle of the Sphinx and the search for complex design 1
by Gamasutra Community [04.16.18]
An excerpt from '21 Unexpected Games to Love for the Atari VCS' exploring how Riddle of the Sphinx paved the way for more complex game design.
Design

Procedurally generating enemies, places, and loot in State of Decay 2  
by Alan Bradley [04.16.18]
Undead Labs devs chat about how they distribute gear, materials, and enemies in State of Decay 2 in a way that feels interesting and intentional -- without having to do all of the grunt work by hand.
Console/PC, Design

Video Game Deep Cuts: Dancing Below The Ceiling?  
by Gamasutra Staff [04.15.18]
This week's highlights include an update on Capy's much-discussed Below, how Valve gets you to look up in their first-person shooters, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing