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May 25, 2018
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Category: Design


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Posted by Nathan Cheever on 05/14/18 10:45:00 am in Design
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...

Posted by Simon Carless on 05/13/18 10:23:00 pm in Design
This week's game writing, audio & video highlights include a podcast with Jason Rohrer on One Hour One Life, as well as analysis of the acclaimed Frostpunk and lots more besides.

Posted by Sande Chen on 05/10/18 10:15:00 am in Design
The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.

Posted by Bryant Francis on 05/08/18 04:41:00 pm in Design
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?

Posted by Vince Napoli on 05/08/18 03:58:00 am in Design
An in-depth look at how the Axe Recall mechanic was built in God of War.

Posted by Simon Carless on 05/06/18 10:48:00 pm in Design
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.

Posted by Trent Polack on 05/03/18 11:41:00 am in Design
A step-by-step breakdown of my final scene composition iteration process for environmental lighting, effects, clouds, atmospherics, and volumetrics in Steel Hunters (in Unreal Engine 4).

Posted by John Harris on 04/30/18 06:17:00 pm in Design
Another excerpt from the VCS book, this one covers the early RPG Dragonstomper, which has some amazing features for 1982! Anyone interested in the early history of CRPGs needs to take a look at it.

Posted by Nathan Cheever on 04/30/18 06:17:00 pm in Design
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.

Posted by Simon Carless on 04/29/18 10:40:00 pm in Design
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.