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January 18, 2019
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Updates » Design
Gamasutra's Best of 2018: Kris Graft's top 7 games  
by Kris Graft [12.21.18]
From mechs to dinos to a derelict ship, Gamasutra editor-in-chief Kris Graft lays out his top games of 2018.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Thatgamecompany will deconstruct Sky's emotional storytelling at GDC  
by Staff [12.21.18]
Using examples from Sky, a game of "connection & altruism", thatgamecompany's Jennie Kong will present the studio's unique re-iterative method to finding emotional engines for story/player narrative.
Indie, Design

Blog: 5 signs you're compromising your approach to QA  
by Gamasutra Community [12.21.18]
Does the game you're working on have that general buggy feeling, or does it already ooze quality? Read on for the signs that show you're compromising your approach to QA.
Design, Production

Developing the stylish indie hit fighting game Lethal League Blaze 3
by John Harris [12.21.18]
Indie success story and gonzo projectile beatdown sensation Lethal League recently got a sequel in Lethal League Blaze. We talk to developer Team Reptile about this strikingly unique fighter.
Console/PC, Design

Video: How some early MUDs compare to today's games  
by Staff [12.20.18]
Richard Bartle, co-creator of MUD, explains the concept behind its original design and corrects some of the misconceptions about what it must have been like to play.
Console/PC, Design, Video

Gamasutra's Best of 2018: Emma Kidwell's top 5 games  
by Emma Kidwell [12.20.18]
Here are the 5 games (yes, only 5) I played in 2018 that were actually released this year and not from either 1998 or 2016.
Console/PC, Indie, Design

Niantic launches $1M AR game dev contest  
by Emma Kidwell [12.20.18]
Niantic announced its Beyond Reality Developer Contest earlier today and is encouraging AR devs to enter to create a game using the studio's Real World Platform for a chance at a prize pool of $1M.
VR, Design

Best of 2018: Translating the humor & tone of Yakuza games for the West 2
by Alex Wawro [12.20.18]
"The humor of a Yakuza game is a fine line to walk," says localization producer Scott Strichart in this in-depth chat about localization, the Yakuza games, and the ins and outs of Japanese humor.
Console/PC, Design

Blog: What isn't game design?  
by Gamasutra Community [12.20.18]
Bobby Lockhart does a little reflection on the definition of design and the place of games in the wider practice of capital-D Design.
Design

Come to GDC 2019 and spend a day learning to build better esports  
by Staff [12.20.18]
Learn to inspire better sportsmanship in your players, build out an international playerbase, and more at GDC 2019's Esports Day, a full day of learning from some of the leaders in the field!
Social/Online, Programming, Design, Production, GDC

Get under the hood of Just Cause 4's vehicle physics at GDC 2019!  
by Staff [12.20.18]
Come to GDC in March and learn how the latest Just Cause game copes with a wide range of vehicles and playstyles through thoughtful design of its tire dynamics and vehicle physics!
Console/PC, Programming, Design, GDC

Blog: A look inside Sunless Skies' UI redesign  
by Gamasutra Community [12.20.18]
Failbetter Games artist Tobias Cook shares some of the thinking behind the UI redesign featured in Sunless Skies' penultimate Early Access update.
Console/PC, Design, Production

11 bit studios has raised over $500k for War Child through charity DLC  
by Chris Kerr [12.20.18]
The studio pledged to donate 100 percent of the cash from its charity DLC to the British organization, which is dedicated to helping children affected by conflict all around the world
Console/PC, Design, Video

Gameloft acquires SongPop developer FreshPlanet  
by Chris Kerr [12.20.18]
FreshPlanet found success with music trivia titles SongPop and SongPop 2, the first of which has been downloaded over 100 million times.
Smartphone/Tablet, Design, Production

Blog: Creating your own Inverse Dynamics in Unity  
by Chris Kerr [12.20.18]
Looking to add some physics to your player avatars, game enemies, or NPCs? This article will show you how to implement humanoid physics into your Unity game.
Design

The ins and outs of bouncing balls in the joyful brick-breaker Holedown 2
by Joel Couture [12.20.18]
We speak with Martin "grapefrukt" Jonasson, developer of the finely made Twofold Inc. and Rymdkapsel, about his latest mobile game--the highly-satisfying Holedown.
Console/PC, Design

Video: Player traversal mechanics in the world of Horizon Zero Dawn  
by Staff [12.19.18]
In this GDC 2017 session, Guerrilla Games' Paul van Grinsven explores the traversal system that allows Aloy to explore the vast world of Horizon Zero Dawn.
Console/PC, Design, Video

Get a job: The Toadman Interactive team is hiring a Senior Game Designer  
by Staff [12.19.18]
Toadman Interactive Berlin is seeking a mid-to-senior Game Designer to join it in defining and building its next game for Xbox, PlayStation, and PC.
Console/PC, Design, Recruitment

Gamasutra's Best of 2018: Bryant Francis' top 10 games  
by Bryant Francis [12.19.18]
Contributing editor Bryant Francis picks the top 10 games he experienced in 2018.
Console/PC, Design

Blog: Putting a thought into play  
by Gamasutra Community [12.19.18]
"Putting into play" is about how our thinking works when putting the thoughts into play towards a desired goal in the making of an engaging and dynamic game system.
Design