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May 3, 2016
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Updates » Design
Blog: The pros and cons of procedural generation 6
by Gamasutra Community [03.28.16]
"This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do. The root cause for some of these arguments in favor or against might be the same."
Indie, Programming, Design, Production

How one studio is building game AI to replicate a human storyteller 10
by Alex Wawro [03.28.16]
"The intention behind Toska is that it provides for a computer game experience what a good human DM provides on a tabletop experience," says Evodant of its "procedural AI narrative engine." Could it?
Console/PC, Programming, Design

Using familiar objects to enhance 'the raw accessibility' of games  
by Christian Nutt [03.25.16]
"I'm more concerned with the raw accessibility of a game. And I want to make brand new games for the widest possible audience. ... What they're familiar with is the stuff that we have culturally: soccer balls, billiards, playing cards, dice."
Console/PC, Smartphone/Tablet, Indie, Design

Devs Answer: What are your favorite video game Easter eggs? 5
by Bryant Francis [03.25.16]
Easter is upon us, so we asked developers to share some of their favorite gaming Easter Eggs, with a few explanations for finding them yourself.
Console/PC, Design

Don't Miss: How Dark Souls' multiplayer mechanics invaded other words 18
by Alex Wawro [03.25.16]
What is it about player invasions in Dark Souls that's so compelling? In this classic feature, we chats with devs to explore why the mechanic is exciting, and how they put their own spin on it.
Console/PC, Social/Online, Indie, Design

The importance of conversation and player stories in Moon Hunters 2
by Joel Couture [03.25.16]
"Most heroes' and villains' interpersonal skills are at the core of their identity and legends because they're what drive how we act, and why we act."
Indie, Design, Video

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Subterfuge was my favorite game of 2015, but I never want to play it again 5
by Gamasutra Community [03.25.16]
"On paper, Subterfuge is the perfect game for me. Despite all that, the game has failed to keep me playing for more than a few weeks, and I donít see myself starting a new game ever again."
Smartphone/Tablet, Indie, Design

Oculus Rift steals Gear VR's moves, can now do the asynchronous timewarp 1
by Alex Wawro [03.25.16]
At GDC last week Oculus VR announced it would be bringing asynchronous timewarp capabilities to its Rift virtual reality headset, and today a blog post confirmed that the new feature will†debut in†Oculus PC SDK 1.3.
VR, Design

Blog: 5 tips for teaching game design to non-gamers 2
by Gamasutra Community [03.25.16]
"The group transitioned from being those who didn't know their emergent gameplay from their experience-driven gameplay, to a band of amateur designers twisting core concepts and themes to create game ideas."
Indie, Design

Classic Postmortem: Lionhead's Black & White 1
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Smart calls, timing, luck, & poverty: How Rocket League succeeded 5
by Chris Baker [03.25.16]
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
Console/PC, Indie, Design, Production, Business/Marketing, Video, GDC

Video: Designing a puzzle game around visualizing math functions  
by Alex Wawro [03.24.16]
Today Mahdi Bahrami published an interesting†demo of his current project,†Tandis, which is shaping up to be a puzzle game that challenges players to play with mathematical functions to change shapes.
Indie, Design, Video

Video: How the Witcher devs turn ideas into actual game features  
by Staff [03.24.16]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design, Video, Vault

Looking back at the Dreamcast controllers that might have been  
by Alex Wawro [03.24.16]
This week a game history buff reminds us of the remarkable array of Dreamcast controller prototypes Sega went through before settling on the now-familiar final model for its console swan song.
Console/PC, Design

The Spiral Dance: Ice-Bound shows that books aren't out of style  
by Katherine Cross [03.24.16]
The Ice-Bound Concordance is a masterfully layered game about the significance of writing and editing that requires players to sift through an actual physical book as they play.
Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Video

Don't Miss: Creating the rich, detailed world of Samorost 3  
by Chris Baker [03.24.16]
Amanita Design founder Jakub Dvorskż talks about the design of the unique game world in the studio's latest work, Samorost 3. and the ins and outs of how it was crafted.
Indie, Art, Design

Mario and 'self-selecting difficulty' in game design 3
by Gamasutra Community [03.24.16]
"With Self-Selecting Difficulty is easy to accommodate a huge swath of skill levels at the same time, but it makes it hard to reward player growth and in many cases punishes it by withholding some of the more fun mechanics."
Console/PC, Design

The core of Spelunky, straight from Derek Yu's new book 7
by Gamasutra Community [03.24.16]
Developer Derek Yu discusses the very earliest build of Spelunky, the core elements of the game, the importance of themes, and the relationship between artists and their influences.
Console/PC, Indie, Design