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March 26, 2019
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Updates » Design
Ebba Ljungerud's grand strategy: A chat with Paradox's CEO 2
by Kris Graft [02.26.19]
Paradox Interactive CEO Ebba Ljungerud tells Gamasutra how she will guide the future the company with a focus on improved game accessibility and creative empowerment.
Console/PC, Design, Business/Marketing

How Dream Daddy succeeded in writing for the internet  
by Staff [02.25.19]
In this GDC 2018 session, Game Grumps' Leighton Gray breaks down the research and approaches used to make Dream Daddy a success.
Console/PC, Design, Video

Don't Miss: Saints Row: The Third and designing over the top  
by Staff [02.25.19]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Production

Attend GDC 2019 and get a data-driven look at why people play games!  
by Staff [02.25.19]
Quantic Foundry cofounder Nick Yee will break down the data gathered from a survey of over 400,000 game players at GDC 2019!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Blog: The never-ending challenge of asymmetrical design  
by Gamasutra Community [02.25.19]
Asymmetrical game design can lead to some of the most unique experiences around, but it's also a never-ending challenge for designers to get even part of the way to being balanced.
Design

Blog: Making subtitles that don't suck 4
by Gamasutra Community [02.25.19]
Almost 80% of players use subtitles in games. But game subtitles are often sub-par: too small, hard to read, or otherwise unusable. I decided to see what it takes to make subtitles that don't suck.
Design

Video Game Deep Cuts: The Devotion Of An Art Sqool Hades  
by Gamasutra Staff [02.24.19]
This week's highlights include a look at smash hit Taiwanese horror game Devotion, quirky AI art tutoring game Art Sqool, and the latest behind-the-scenes video on Supergiant's Early Access title Hades.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wizards of the Coast, Techland, and more are hiring now!  
by Staff [02.22.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

Don't Miss: Slime Rancher dev shares tips for making the most of the prototyping stage  
by Staff [02.22.19]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production

Catch Corinne Scrivens' postmortem of Moss at GDC 2019  
by Staff [02.22.19]
See how the adventures of one sign language-speaking mouse were brought to life at the 2019 Game Developer's Conference.
Console/PC, Art, Design

Here's a few of the games you'll see at the GDC 2019 Experimental Gameplay Workshop!  
by Staff [02.22.19]
If you've never seen the EGW before, know that it's a 2+ hour-long session jam-packed with a vivacious mix of eclectic game prototypes that explore new ideas and genres -- and it's back for GDC 2019!
Indie, Design, GDC

Get tips from Ubisoft on using machine learning in game dev at GDC!  
by Staff [02.22.19]
Ubisoft Montreal's Yves Jacquier will be giving a great talk at GDC 2019 that's all about giving you an approachable, practical look at how you can incorporate machine learning into your work.
Console/PC, Programming, Design, GDC

Blog: A student game postmortem (or how not to make a game) 3
by Gamasutra Community [02.22.19]
I'v recently ended my studies with one last student game experience: Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game.
Design, Production

Blog: Lessons and stats from my third year as an indie dev 1
by Gamasutra Community [02.22.19]
Let's take a look at my third year as an indie developer, assessing what worked, what didn't, and what I've learned.
Design, Production, Business/Marketing

Video: Folk games, festivity, and subversive game design  
by Staff [02.21.19]
In this classic GDC 2012 talk, game designer Douglas Wilson (Johann Sebastian Joust) encourages developers to embrace the limitations of motion control tech, rather than struggling against them!
Indie, Design, Video, Vault

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [02.21.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Programming, Design

Come to GDC and see how Killer Queen built an esport on an indie budget!  
by Staff [02.21.19]
There's a healthy competitive scene around the (up to) ten-player competitive arcade game Killer Queen, and now the game's creators are coming to GDC next month to share how they pulled it off!
Social/Online, Indie, Design, Business/Marketing, GDC

Blog: The horror design of an alpha antagonist
by Gamasutra Community [02.21.19]
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr. X formula to create an alpha antagonist.
Design

Watch Chucklefish's CEO and tech director discuss Wargroove's development  
by Bryant Francis [02.20.19]
Watch two of the developers behind Wargroove break down their game-making process.
Console/PC, Design, Video

Video: How Hitman guides players through non-linear level design  
by Staff [02.20.19]
At GDC Europe 2016 Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen take the stage to discuss how they design the levels and systems of Hitman to be intuitive and easy to navigate.
Console/PC, Design, Video, Vault