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February 9, 2016
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February 9, 2016
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Updates » Video
Video game video hub GameTrailers is shutting down this week 4
by Alex Wawro [02.08.16]
GameTrailers announced today via its Twitter account†that the video game video hub is shutting down, over a year after it was sold to Defy Media by Viacom in a layoff-ridden 2014 deal.†
Console/PC, Business/Marketing, Video

Don't Miss: Designing for choice and exploration in Firewatch 1
by Staff [02.08.16]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: Red Hook Studios' Darkest Dungeon  
by Kris Graft [02.08.16]
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon is a stronger game for having gone through it.'
Indie, Audio, Design, Production, Video, IGF

Q&A: Serious VR design lurks just beneath Job Simulator's goofy premise  
by Kris Graft [02.08.16]
Beneath the humor and disembodied white gloves of Owlchemy Labs' Job Simulator 2050 is a virtual reality game that incorporates some seriously solid VR interaction design fundamentals.
VR, Design, Video

Have a look at what it's like to develop Unreal VR games -- in VR 2
by Alex Wawro [02.04.16]
The folks at Epic published an intriguing video to YouTube today in which company chief Tim Sweeney and technical director Mike Fricker demonstrate the Unreal Engine editor being used in VR via an†HTC Vive dev†kit.
VR, Design, Production, Video

Video: Breathing life into your game's creatures through animation 1
by Staff [02.03.16]
As part of the Animation Bootcamp at GDC 2013, experienced animator Amy Drobeck walks you through her process for breathing life into creatures and animals -- from the skeleton up.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance.†The soundscapes and landscapes can be manipulated using†a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

Engineering the engineering-based gameplay of Scrap Mechanic 1
by Roy Graham [02.03.16]
'We wanted to make you feel like a real mechanic when you put things together, so we have no editor view,' says Pontus Holmbom of Axolot Games.
Console/PC, Indie, Art, Design, Video

Thought EA had Star Wars locked up? Lego Star Wars says no 5
by Christian Nutt [02.02.16]
The key is likely that EA's exclusivity deal was for games aimed at a "core gaming audience" -- like its Battlefront franchise.
Console/PC, Business/Marketing, Video

Video: Coding AI to do multiple things at once in The Sims 4  
by Staff [02.02.16]
At†GDC 2014†Maxis' Peter Ingebretson explains how in The Sims 4, Maxis developed a system for authoring interactions that allows Sims to express multiple concurrent behaviors -- just like real people.
Console/PC, Programming, Video, Vault

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At†GDC 2014,†Blizzard's Ben Thompson explained†how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of†Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Video: Designing games for infinite play 9
by Staff [01.29.16]
At GDC 2015 Richard Lemarchand hops onstage to deliver a†talk that investigates the game design potential of 'open play' -- play that does not necessarily result in an outcome of victory or defeat.†
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Road to the IGF: Steel Crate Games' Keep Talking and Nobody Explodes  
by Kris Graft [01.29.16]
"We decided to make a VR game where the spectators could be involved in some way and really take advantage of the differing viewpoint they had," says Ben Kane of Steel Crate Games.
VR, Indie, Design, Video, IGF

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Video: From Jem to Castleville -- a 'truly outrageous' narrative postmortem  
by Staff [01.27.16]
As part of GDC 2015's Narrative Summit, Jem and the Holograms creator Christy Marx takes to the stage to share learnings from crafting narrative within mobile games.
Smartphone/Tablet, Design, Video, Vault

Top Go player beaten by Google's latest DeepMind AI 2
by Alex Wawro [01.27.16]
AI researchers at Google DeepMind are making waves this week with claims they've developed an artificial intelligence, AlphaGo, which can beat†expert Go players at their own (ancient board) game.
Console/PC, Programming, Video

Road to the IGF: Superhot Team's Superhot 1
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. Itís nice to see that players want more innovation in the genre than auto-regenerating health instead of med-kits.'
Indie, Design, Video, IGF

How Pony Island teaches players to break a game 1
by Joel Couture [01.27.16]
Many games reward the player for using its systems properly by allowing them to progress. If you learn how to play the game well, you move on through the game's narrative to greater challenges. Pony Island is different.†
Console/PC, Indie, Design, Video

Video: Creating fluid and powerful animations for Skullgirls 1
by Staff [01.26.16]
During the GDC 2014 Animation Bootcamp Skullgirls†lead animator†Mariel Cartwright breaks down how you can create powerful, fluid 2D animations good enough to pass muster in a fast-paced fighting game.
Console/PC, Indie, Art, Production, Video, Vault