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December 12, 2018
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Catching up with indie studio Tomorrow Corporation
by John Harris [12.12.18]
The members of Little Inferno and Human Resources Machine dev Tomorrow Corporation helped define the indie movement of the mid-2000s. We pick their brains and see what they're up to today.
Design, Production, Console/PC, Indie, Video

Video: Reaching new audiences with Cosmic Top Secret  
by Staff [12.11.18]
In this GDC talk, the developers behind Cosmic Top Secret share concrete suggestions about reaching new kinds of audiences based on their experience combining film and games.
Design, Indie, Video

Watch Greg Kasavin discuss the development of Supergiant Games' Hades 1
by Bryant Francis [12.11.18]
Supergiant Games creative director Greg Kasavin sits down with the GDC team to discuss the design and process that drive the making of Hades, the company's new Early Access title.
Design, Console/PC, Video

Chat with Supergiant Games' Greg Kasavin about making Hades at 1PM ET  
by Bryant Francis [12.11.18]
Jump in for a conversation with Supergiant Games' Greg Kasavin starting at 1PM ET on the GDC Twitch channel.
Design, Console/PC, Video

Blog: How Tom Clancy's The Division manages AI online  
by Gamasutra Community [12.11.18]
In the second part of my series on The Division, I explain how the online systems manage the AI characters in-game.
Design, Programming, Console/PC

Blog: Building a team-oriented approval process  
by Gamasutra Community [12.11.18]
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities.
Design, Production


Quantitative design - How to define XP thresholds? 2
by Pascal Luban [12.11.18]
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.
Design

Dynamic music in a hurry - creating an adaptive music system for Oshka  
by adrian tosello [12.11.18]
In Oshka, an endless Matryoshka doll stacker for iOS devices, we wanted to create a gameplay-adapting music system that matched the Russian folk aesthetic of the game. In this article I’ll describe the design process and code that makes the system tick.
Audio, Design, Programming

Making of a indie horror game  
by Arjun Sankhala [12.11.18]
Day first of making a indie horror game - downloading the assets
Design, Programming, Production, Art, Indie, Smartphone/Tablet

Desert Child: How I Faked Everything and Hopefully Got Away with It - A Tragedy in 3(D) Acts  
by GameMaker Studio [12.11.18]
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.
Design, Programming, Indie

How Tom Clancy's The Division Manages AI Online  
by Tommy Thompson [12.10.18]
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
Design, Programming, Console/PC

Comic Book Antics  
by Gregory Pellechi [12.10.18]
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.
Design, Console/PC, Serious, Indie


Jade Ember Studios — Boulder, Colorado, United States
[12.11.18]
Level Designer


Miami University — Oxford, Ohio, United States
[12.11.18]
Armstrong Assistant Professor or Lecturer in Game Development


Playful Corp — McKinney, Texas, United States
[12.11.18]
UI Designer


Toadman Interactive — Berlin, Germany
[12.11.18]
Senior Game Designer
Senior Game Designer for Hardcore Game

Deep Silver Volition — Champaign, Illinois, United States
[12.10.18]
Mid/Senior Multiplayer Programmer


The Behemoth — San Diego, California, United States
[12.10.18]
Marketing Coordinator


Take-Two Interactive — Westwood, MA, Massachusetts, United States
[12.10.18]
Senior Gameplay Systems Designer


Sucker Punch Productions — Bellevue, Washington, United States
[12.07.18]
Cinematic Animator


Monomi Park — San Mateo, California, United States
[12.07.18]
Senior Game Designer


Charlie Company — Culver City, California, United States
[12.07.18]
Senior Unity Programmer/Artist