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Updates » Design
How Landfall Games finds the fun in physics engines  
by Jack Yarwood [10.15.18]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design, Video

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: BioWare's postmortem look at the making of Star Wars: The Old Republic  
by Staff [10.12.18]
At GDC 2012, BioWare Austin leads Richard Vogel and Dallas Dickinson share how Star Wars: The Old Republic positioned itself to break into the World of Warcraft-dominated MMO game market.
Social/Online, Design, Production, Video, Vault

Watch our chat with CrossCode's lead developer and composer!  
by Bryant Francis [10.12.18]
We talked to some of the developers behind Steam Early Access hit CrossCode about making and selling a retro-flavored RPG in 2018.
Console/PC, Design, Video

Weekly Jobs Roundup: Outfit7, Cryptic Studios, and more are hiring now!  
by Staff [10.12.18]
Here are just some of the many, many positions being advertised right now on Gamasutra's Job Board.
VR, Console/PC, Smartphone/Tablet, Programming, Design, Recruitment

XRDC speaker Q&A: BioWare vet Jonathan Perry tunes VR for workplace training  
by Bryant Francis [10.12.18]
Ractive CEO and former BioWare cinematics director Jonathan Perry talks about the potential of VR in high-stress training.
VR, Design

Blog: Working with local devs to gain experience in games user research 3
by Gamasutra Community [10.12.18]
Landing an entry-level job in GamesUR is difficult, so having experience can set you apart from other candidates. This post outlines several best practices and principles for getting started in GamesUR.
Design, Production

We're talking to the team behind CrossCode at 3PM EDT  
by Bryant Francis [10.12.18]
The developers of CrossCode are swinging by for a chat about making their game starting at 3PM EDT.
Console/PC, Design, Video

Blog: Designing for exploration - and terror - in Sunless Skies' Reach update 1
by Gamasutra Community [10.12.18]
Paul Arendt, CEO of Failbetter Games and creative director of Sunless Skies, talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Console/PC, Indie, Design

Making cars and writing code: Production Line's refreshing dev approach 1
by Joel Couture [10.12.18]
Gamasutra chats with veteran indie Cliff Harris (aka Cliffski) about the work that went into turning car manufacturing into an engrossing game in his Early Access puzzler Production Line.
Console/PC, Indie, Design, Production, Business/Marketing

Sponsored Content
Q&A: A chat with Magic Leap's interaction experts  
by John-Michael Bond [10.11.18]
During Magic Leap's inaugural L.E.A.P. Conference in Los Angeles, we sat down with Brian Schwab, director of the company's Interaction Lab, and Aleissia Laidacker, interaction director, to talk about the future of mixed reality.
VR, Design, Sponsored Article, Magic Leap

Video: A design-centric approach to developing characters & stories  
by Staff [10.11.18]
At GDC 2011, veteran game designer Matthias Worch delivers a great talk that examines how game makers can more effectively reconcile developer-defined and player-derived character identities.
Console/PC, Design, Video, Vault

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Digging into the creation of one pick-ticular WarioWare minigame 1
by Alissa McAloon [10.11.18]
Kotaku has shared an interesting conversation with longtime Nintendo game developer Goro Abe that explores the origins of one particularly memorable 3 second long WarioWare minigame: Gold Digger.
Console/PC, Design

Learn new ways of thinking about immersive experience design at XRDC!  
by Staff [10.11.18]
At XRDC in San Francisco this month you can see a panel of AR/VR experts digging into how their design process works, how they work with users during testing, and how they iterate on prototypes!
VR, Design

Blog: Self-determination theory and player affect  
by Gamasutra Community [10.11.18]
Why do we develop such strong attachments to in-game objects? This post examines how self-determination theory can be used to explain player affect.
Design

Snap, Crackle, Pop: Crunch & self-mutilation in Swery's new puzzler The Missing  
by Alex Wawro [10.11.18]
Hidetaka "Swery" Suehiro talks Gamasutra through the design of his new studio's first game, The Missing, and how he hopes it will prove him a good game designer -- not just an interesting storyteller.
Console/PC, Indie, Design, Video

Tracking the evolution of Path of Exile’s troublesome Delve mode  
by Alissa McAloon [10.10.18]
Rock Paper Shotgun has shared an insightful interview that digs into the design and post-launch balancing struggles of the Delve game mode introduced to Path of Exile a few months back.
Console/PC, Social/Online, Design

Sponsored Content
Magic Leap touts diversity, makes case for game devs to come aboard 1
by John-Michael Bond [10.10.18]
During Magic Leap's first keynote presentation ever, the mixed reality startup plead its case for developers to join in on the ground floor of something special.
VR, Design, Business/Marketing, Video, Sponsored Article, Magic Leap

Don't Miss: The aesthetics of frustration in Getting Over It 2
by Staff [10.10.18]
"This is one of the things I'm most interested in," says Foddy. "As a game designer, the most fundamental problem you're up against is that games don't matter, they're fake."
Console/PC, Smartphone/Tablet, Design