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November 21, 2018
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  • 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
Get a job: Yager is looking for a Sr. Game Designer  
by Staff [10.29.18]
The German studio Yager is currently seeking a talented and experienced Game Designer for its newly announced project The Cycle.
Design, Recruitment

Game Design Deep Dive: The creation of Necrosoft Games' Gunhouse  
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: The universal inaccessibility of board games 7
by Gamasutra Community [10.29.18]
Are there common accessibility issues across board games despite the fact that every board game is different? The answer initially seems like it should be no, but actually there is a common problem.
Design

Don't mean a thing if you ain't got that swing...in Spider-Man 1
by Alan Bradley [10.29.18]
Insomniac Games' Marvel's Spider-Man is the fastest and most fluid open world game in recent memory. So we had to catch up with game director Ryan Smith to dive deeper into the philosophy of the swing.
Console/PC, Design

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The level design behind Cut the Rope and Trainyard  
by Staff [10.26.18]
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
Smartphone/Tablet, Design, Video

Raspberry Pi launches game dev magazine Wireframe 2
by Chris Kerr [10.26.18]
Wireframe will be released every fortnight, and will dive into how games are made, who makes them, and how readers can go about building their own games.
Programming, Design, Production

The Library of Congress just made game preservation a little bit easier 1
by Chris Kerr [10.26.18]
New exemptions have made it easier for video game historians to circumvent the DMCA in the pursuit of preserving and sharing culturally relevant video games. 
Console/PC, Programming, Design

Blog: Let's talk about innovation in mobile games  
by Gamasutra Community [10.26.18]
I want to take a look at some outstanding mobile games and how they innovate, while also touching on my own experiences in this field.
Smartphone/Tablet, Design

10 level design tips and tricks 9
by Gamasutra Community [10.26.18]
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
Console/PC, Indie, Art, Design

Video: How to design better controls for touch screen games  
by Staff [10.25.18]
In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.
Smartphone/Tablet, Design, Video

What drives players to digital murder in The Sims games 1
by Alissa McAloon [10.25.18]
A story from The Huffington Post explores why many Sims players have always found their fun outside of the game's normal objectives.
Console/PC, Design

Blog: A different approach to difficulty 4
by Gamasutra Community [10.25.18]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design, Production

Video: How Alone in the Dark paved the way for survival horror  
by Staff [10.24.18]
In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game Alone in the Dark that helped spawn a genre that still scares millions today.
Console/PC, Design, Video

How Riot has been removing cheaters from League of Legends  
by Emma Kidwell [10.24.18]
Riot has pulled back the curtain on how its developers handle botters, scripters, and boosters who cheat in League of Legends in a detailed blog post outlining anti-cheat methods.
Console/PC, Design

Don't Miss: Exploring active storytelling in video games 17
by Staff [10.24.18]
In this 2010 feature, writer and designer Chuck Jordan (Sam & Max series) explains why the myth that narrative and gameplay are incompatible is so wrong by using the language of horror films.
Design, Production

XRDC speaker Q&A: Rosstin Murphy and the potential of VR enterprise training  
by Staff [10.24.18]
STRIVR developer and XRDC speaker Rosstin Murphy discusses his journey into the field of VR enterprise training software.
Console/PC, Design

Don't miss out on all the fantastic VR/AR/MR talks at XRDC next week!  
by Staff [10.24.18]
XRDC kicks off next Monday in San Francisco, so organizers would like to quickly highlight a sample of the show's many exciting talks and encourage you to use the free XRDC 2018 Session Scheduler!
VR, Design, Business/Marketing

Blog: A Batman: Arkham Origins design analysis 2
by Gamasutra Community [10.24.18]
Game designer Stanislav Costiuc dives into 2013's Batman: Arkham Origins in this analysis.
Console/PC, Design