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March 21, 2019
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Updates » Design
What makes Hitman 2 levels tick? Find out at GDC 2019!  
by Staff [02.08.19]
If crafting believable, authentic levels where it feels like real people live and work is important to you, check out this GDC 2019 talk on the anthropologically-influenced level design of Hitman 2!
Console/PC, Design, GDC

Former Wargaming execs establish new studio GanyMede Games  
by Chris Kerr [02.08.19]
The new opening is based in New Mexico, and will use the state's Refundable Film Production Tax Credit to reclaim around 25 percent of its production expenses. 
Design, Production, Business/Marketing

Video: Designing games to better support player expression  
by Staff [02.07.19]
Tiger Style's Randy Smith speaks at GDC 2011 about a key game dev issue: how do you design a great game that gives players room to express themselves creatively?
Console/PC, Indie, Design, Video, Vault

Respawn played with muted mics to get Apex Legends' smart comms system just right  
by Alissa McAloon [02.07.19]
Apex Legends' smart comms ping system allows rapid and precise communication without the use of a microphone or text chat. Here's how playtesting helped make that system possible.
Social/Online, Design

Don't miss these illuminating interviews with the IGF 2019 finalists!  
by Staff [02.07.19]
Gamasutra has published short, interesting interviews with about half of this year's IGF award finalists, so now's a great time to jump in and get caught up on what these innovative devs are up to!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, IGF

Master the nuances that make a mobile F2P game story great at GDC 2019  
by Staff [02.07.19]
Come to GDC 2019 and enjoy an earnest look at the little tricks and narrative nuances that make stories sing -- even if players only engage with your game for a few minutes at a time!
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Behind the AI of Horizon Zero Dawn - part 2 2
by Gamasutra Community [02.07.19]
In the final entry in his two-part series on Guerrilla Games' Horizon: Zero Dawn, AI researcher Tommy Thompson takes a closer look at the systems that dictate the behavior of individual enemy machines.
Console/PC, Programming, Design

Watch Jon Shafer discuss the highs and lows of making At The Gates  
by Bryant Francis [02.06.19]
The lead designer of Civilization V discusses the design decisions behind his newly released game At The Gates.
Console/PC, Design, Video

Video: Evolving and creating a style for Mirror's Edge Catalyst  
by Staff [02.06.19]
In this 2016 GDC Europe talk, DICE's Jhony Ljungstedt shares insight into how DICE developed and created the visual style for Mirror's Edge Catalyst.
Console/PC, Design, Video

Exapunks dev creates 400-page behind-the-scenes design book 2
by Emma Kidwell [02.06.19]
Zach Barth announced the creation of a Kickstarter campaign earlier today to help fund a book filled with design documents from all of Zachtronic's games (as well as unreleased titles). 
Indie, Design

AI are learning common sense through Pictionary  
by Emma Kidwell [02.06.19]
Researchers over at Allen Institute for Artificial Intelligence have developed an AI program that can play both sides of Pictionary.
Social/Online, Design, Business/Marketing

Don't Miss: Building truly cooperative play in Overcooked 7
by Staff [02.06.19]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design

Chat with At The Gates designer Jon Shafer at 3PM ET  
by Bryant Francis [02.06.19]
Chat with one of the developers behind Civilization V about the making of At the Gates at 3PM ET.
Console/PC, Design, Video

Get an inside look at the making of Sony's PSVR hit Astro Bot at GDC 2019!  
by Staff [02.06.19]
Sony's PSVR game Astro Bot Rescue Mission is lauded as one of the best VR platformers to date, and at GDC 2019 next month some of its lead developers will show you exactly how they pulled it off!
VR, Design, GDC

Blog: Finding the hook for a game trailer 1
by Gamasutra Community [02.06.19]
The best game trailers cut to the heart of what makes a game unique, yet so many trailers still treat games like a product which is merely the sum of its parts.
Design, Business/Marketing

Blog: Writing non-player characters for Double Cross  
by Chris Kerr [02.06.19]
The process of making a new character is long and goes through several people. This is how four of Double Cross' characters were crafted, as told by the writer.
Design, Production

Kingdom Two Crowns and the practical intersection of pixel art and roguelike design 3
by John Harris [02.06.19]
We speak with Kingdom's creator Thomas "noio" van den Berg about the most recent entry Kingdom Two Crowns, and how pixel art and roguelike design just make sense for some indies.
Console/PC, Indie, Design

Can 192x160 pixels make you scream? Find out at GDC 2019  
by Staff [02.05.19]
The creator of horror game Faith will show you how to make a marvelous horror aesthetic at GDC 2019!
Console/PC, Design

The history of how Pac-Man encouraged women to pursue game dev  
by Emma Kidwell [02.05.19]
Some recordings from the game history panel held at MAGfest 2019 are now available for the public to enjoy.
Console/PC, Indie, Design, Production, Video

Blog: How player choice can backfire 1
by Chris Kerr [02.05.19]
The recent gaffe surrounding Assassin's Creed Odyssey frames our talk today about how giving player choices can backfire if you're not careful.
Console/PC, Design