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Updates » Design
7 works of interactive fiction that every developer should study 2
by Stefanie Fogel [03.23.17]
Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of.
Console/PC, Indie, Design

Ed Fries uncovers earliest known arcade game Easter egg in Starship 1 3
by Alex Wawro [03.22.17]
This is a big deal because until now, the 1978 game Adventure has been popularly recognized as the earliest known example of a video game shipping with an Easter egg from a dev hidden inside.
Console/PC, Design, Video

For Honor dev: ‘We never intended for players to unlock everything' 2
by Alissa McAloon [03.22.17]
“[Unlocking everything] doesn’t really make any sense.” Game director Damien Kieken explained how the design philosophy behind For Honor led to its library of hard-to-get unlockables.
Console/PC, Social/Online, Design

PAX East Report: Two unmistakably Australian games  
by Katherine Cross [03.22.17]
Paperbark and Necrobarista both seek to be proudly Australian in a way that shows the world that an Australian setting isn’t only appealing to a narrow, regional interest.
Console/PC, Indie, Art, Design

Blog: Making a commercial video game all by yourself - Part 5  
by Gamasutra Community [03.22.17]
The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article I put forward five ways to ensure that your soundtrack complements your game.
Audio, Design, Production, Business/Marketing

As white nationalism grows, how are Jewish game developers responding? 46
by Bryant Francis [03.22.17]
How do you make games while coping with possible threats to your livelihood? We talked to Jewish game developers at GDC and beyond about how they're coping with recent anti-Semitic threats.
Console/PC, Design, Business/Marketing

Overwatch devs ponder the prospect of adding a map editor
by Alex Wawro [03.21.17]
The devs working on Overwatch want to get the players making maps, according to game director Jeff Kaplan, but they expect it's going to be a lengthy process given the game's new engine tech.
Console/PC, Social/Online, Design

Get a job: Sucker Punch is hiring a Level Designer  
by Staff [03.21.17]
Sucker Punch is looking for a Level Designer with a passion for creating compelling layouts to shape environments and gameplay and create meaningful player experiences in Bellevue, Washington.
Design, Recruitment

Studying game dev? The AIAS Foundation is offering three $2.5k scholarships  
by Alissa McAloon [03.21.17]
If you're starting your second year of college or are enrolled in graduate school, take a look at these three game development scholarships being offered for the 2017-18 academic year.
Programming, Art, Audio, Design, Production, Business/Marketing

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

PAX East Report: Games from around the world  
by Katherine Cross [03.21.17]
Here are three of the most intriguing non-American/non-Japanese games Gamasutra contributor Katherine Cross saw at PAX East.
Console/PC, Indie, Art, Design

Blog: Revisiting GDC 2015 - Monetization, retention, and design  
by Gamasutra Community [03.21.17]
Sometimes it's useful to revise the "wisdom of the past". The post contains list of GDC presentations that touch fields of monetization, retention and game design in genral.
Design, Business/Marketing

Blog: Building a simple procedurally-generated platformer 7
by Gamasutra Community [03.21.17]
An example of an algorithm we might use to procedurally generate simple "endless runner" levels.
Design, Production

Blog: An iterative approach to quest design 4
by Gamasutra Community [03.21.17]
Creating quests with branching narratives for open world games is no simple task. By applying a simple iterative method, you can save yourself from many problems later on in the process.
Design, Production

Clash Royale's card balancing guru leans less on metrics, more on design intuition 13
by Kris Graft [03.21.17]
"We tend to put stuff in that we tested to see how it feels. Then test it again, and so forth. That’s one of the core benefits. It’s not like I take something I designed, like a unit, then hand it over." - Stefan Engblom of Supercell
Console/PC, Design

Dwarf Fortress dev: 'It's kind of funny, we never achieved our original goals'  
by Alex Wawro [03.20.17]
"This random side project suddenly becomes our fantasy game," Dwarf Fortress co-creator Tarn Adams told PC Gamer, reflecting on the game's development. "And it's been strange to adapt to that."
Console/PC, Indie, Design

What makes a great in-game loot box? Devs weigh in 2
by Alex Wawro [03.20.17]
"We wanted it to be this festive Christmas experience," Halo 5 dev Christopher Bloom tells Kotaku. "But you can't do it all the time or you lose the specialness."
Console/PC, Social/Online, Design, Business/Marketing

Don't Miss: Castlevania's Koji Igarashi on what makes a great Metroidvania 1
by Staff [03.20.17]
Castlevania: Symphony of the Night was released 20 years ago today, and to mark the occasion we highlight this timeless talk by game director Koji Igarashi on the evolution of the game's genre.
Console/PC, Design

How Breath of the Wild solved The Legend of Zelda's situational item problem  
by Alissa McAloon [03.20.17]
Past Zelda games designed items as keys for situational locks, but the items in Breath of the Wild offer a kind of refreshing versatility not seen in the series before.
Console/PC, Design, Video

Uncharted 4 awarded top honor at 2017 SXSW Gaming Awards  
by Chris Kerr [03.20.17]
Uncharted 4: A Thief's End took home the coveted Game of the Year gong at this year's South by Southwest Gaming Awards.
Programming, Art, Audio, Design, Production