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November 18, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Game Programming Deep Dive: 3 scenarios for movement prediction 6
by Gamasutra Community [11.05.18]
Bartlomiej Waszak, senior software engineer at Titanfall studio Respawn Entertainment, dives deep into three different situations of movement prediction in game programming.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Video: Experimental approaches to improving peer feedback in games  
by Staff [11.02.18]
In this GDC 2018 talk, Carnegie Mellon University's Jessica Hammer and Broken Rules' Martin Pichlmair share experimental approaches for improving peer feedback on game projects both big and small.
Console/PC, Design, Video

To balance Heroes of the Storm, 'remember that MOBAs aren't a true sport' 7
by Bryant Francis [11.02.18]
Two Heroes of the Storm designers break down the process behind making minute game changes that have big impacts.
Console/PC, Design

Don't Miss: The world building of Diablo III 21
by Staff [11.02.18]
In this interview from 2011, Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series.
Console/PC, Design

Weekly Jobs Roundup: Monster Squad, Game Closure, and more are hiring now!  
by Staff [11.02.18]
Here are just some of the many, many positions being advertised right now on Gamasutra's Job Board.
Smartphone/Tablet, Programming, Design, Production, Recruitment

Blizzard announces its first mobile Diablo game 3
by Emma Kidwell [11.02.18]
Blizzard announced Diablo: Immortal, a new game in the Diablo franchise, will be making its mobile debut sometime next year. 
Smartphone/Tablet, Design

Blog: This is not another postmortem 2
by Gamasutra Community [11.02.18]
A year ago we released The Fall of Lazarus. It cost $162.972 and it made $5.155. This is not another postmortem, its a story with letters and numbers, successes and mistakes.
Design, Production

Behind the colorful music wheel of Wandersong 1
by Bryant Francis [11.02.18]
Wandersong's Greg Lobanov digs into the game's intriguing color wheel of song,, why he crafted an aesthetic around a 'rainbow of sound', and how he designed puzzles solvable by singing.
Console/PC, Design

Don’t Miss: 17 mold-breaking fighting games that all devs should study 8
by Alissa McAloon [11.01.18]
From Street Fighter to Super Smash Bros., Patrick Miller walks through some of the fascinating deviations and beautiful experiments that devs took to try and change the fighting game formula.
Console/PC, Design

Alt.Ctrl.GDC Inspirations: Steel Crate's Keep Talking and Nobody Explodes!  
by Staff [11.01.18]
To inspire you to submit your own wild controller prototypes to Alt.Ctrl.GDC at GDC 2019, today we highlight another submission that went on to win big: Steel Crate's Keep Talking and Nobody Explodes!
Indie, Design, GDC

Blog: A case for single-player matchmaking 2
by Gamasutra Community [11.01.18]
Match-based single-player games have an inherent efficiency advantage over more linear formats, but it's being threatened by one specific design problem.
Programming, Design

Here's your first look at one of Telltale's final projects  
by Chris Kerr [11.01.18]
Netflix has released the first trailer for Minecraft: Story Mode, an interactive choose-your-own-adventure style television series that's being developed in partnership with Telltale Games. 
Design, Business/Marketing

Inside the stunningly dynamic pixel art of Graveyard Keeper 12
by Gamasutra Community [11.01.18]
Svyatoslav Cherkasov, lead programmer on Lazy Bear Games' indie Steam hit Graveyard Keeper, goes in-depth on the game's eye-catching graphics.
Console/PC, Indie, Art, Design

Video: How devs can find the right branching narrative structure  
by Staff [10.31.18]
In this 2016 GDC talk, academic Jay Taylor-Laird explains how to more effectively use a story map as a creative and analytical tool when making narrative games.
Console/PC, Design, Video

Don't Miss: Here They Lie and the ethics of VR horror 1
by Holly Green [10.31.18]
Here They Lie creative director Cory Davis likens this stage of adapting horror to VR to psychedelic drugs. "You're gonna find people that want to be astronauts, but that's not the average consumer."
VR, Console/PC, Design, Production

Unity announces a winner for the Universal game dev contest  
by Emma Kidwell [10.31.18]
Unity announced the winner of its Universal GameDev Challenge, awarding Swiss studio Gbanga's Voltron: Cubes of Olkarion with $150,000 and a year-long consulting contract with Universal.
Console/PC, Design

Blog: A design analysis of Marvel's Spider-Man  
by Gamasutra Community [10.31.18]
Ubisoft senior game designer Stanislav Costiuc dissects the swinging, combat, and content of Marvel's Spider-Man.
Console/PC, Design

See Cory Barlog deconstruct development of God of War at GDC 2019!  
by Staff [10.31.18]
Don't miss your chance to see game industry vet Cory Barlog open up about the long, complicated development of Sony Santa Monica's hit God of War at GDC 2019 next March!
Console/PC, Design, Production, Business/Marketing, GDC

Blog: The three tenets of effective horror design 3
by Gamasutra Community [10.31.18]
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
Design

A look back at Halo 3's large-scale AI battles  
by Gamasutra Community [10.31.18]
AI expert Tommy Thompson analyzes Bungie's 2007 hit Halo 3, explaining how the game managed to have so many AI characters on-screen at once.
Console/PC, Programming, Design