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September 22, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Bethesda's Pete Hines: 'I have banned the word replayable because that's not a feature' 6
by emma kidwell [08.29.18]
Bethesda's Pete Hines discusses the company's position on single-player experiences and choosing to play Fallout 76 solo.
Console/PC, Social/Online, Design

Weekly Jobs Roundup: Wargaming, Cloud Imperium Games, and more are hiring now!  
by Staff [08.29.18]
Those companies and more are looking for designers, engineers, artists, and devs from a variety of other disciplines right now on the Gamasutra Job Board!
Programming, Art, Design, Production, Business/Marketing, Recruitment

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [08.29.18]
"Spelunky may be another example of why imminently-attainable and generous rewards aren't always the ideal recipe for design success."
Console/PC, Indie, Design

We're playing Exapunks with Zach Barth starting at 3PM EDT  
by Bryant Francis [08.29.18]
We're talking to the lead developer of hacking simulator Exapunks starting at 3PM EDT.
Console/PC, Design, Video

XRDC speaker Q&A: Douglas North Cook explores the boundaries of VR  
by Bryant Francis [08.29.18]
Doug North Cook will be joining a panel of design experts at XRDC 2018 to discuss more about his work.
VR, Design

Blog: How Love Balls became a viral smash hit  
by Gamasutra Community [08.29.18]
Minimalist physics game Love Balls managed to reach the overall #1 slot on the App Store in over 60 countries. We dissected it to understand how.
Smartphone/Tablet, Design, Business/Marketing

Video: What developers should expect from design tests  
by Staff [08.28.18]
In this GDC 2018 talk, Studio Gobo's Peter Buchardt discusses best practices when taking design tests to help young designers land careers in a field they love.
Console/PC, Design, Video

Why Donut County changed halfway through development  
by Emma Kidwell [08.28.18]
Donut County was finally released today after six years in development-- but it was originally supposed to be an entirely different game.
Indie, Design, Production, Video

Don't Miss: Creating the 30 different control schemes of Edith Finch 1
by Staff [08.28.18]
How the indie game company Giant Sparrow created 30 richly varied control schemes for What Remains of Edith Finch using only the analog sticks and one trigger button.
Console/PC, Indie, Design

Come to XRDC for a postmortem look at the making of Beat Saber!  
by Staff [08.28.18]
Built by 3 devs working remotely, Beat Saber's success proves you don't need outside funding, a big budget, or a large team to make a great VR game. Attend XRDC in October to find out how they did it!
VR, Design, Production

Blog: Character physics with Inverse Dynamics 2
by Gamasutra Community [08.28.18]
How do you build character physics? One way is with Inverse Dynamics -- similar to IK (Inverse Kinematics). But what is Inverse Dynamics, and what use does it have?
Programming, Design

Blog: Thoughts on romance in system-driven games
by Gamasutra Community [08.28.18]
Why Not Games programmer and designer Nikhil Murthy jots down some assorted thoughts on approaches to representing romance in system-driven games.
Design

New game, classic hardware: Developing Tanglewood on a Sega devkit 2
by Jack Yarwood [08.28.18]
“Making a game for Mega Drive is something I’ve wanted to do since I was a kid,” says Tanglewood dev Matt Phillips, who bought a Sega Mega CD devkit to do it. "Like an itch I couldn’t scratch.”
Console/PC, Indie, Design

Don't Miss: A technical look at bringing 60 FPS multiplayer to The Master Chief Collection  
by Staff [08.27.18]
Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 frames per second.
Design, Production

XRDC speaker Q&A: IBM's Reena Ganga on using AR to analyze data  
by Bryant Francis [08.27.18]
IBM UX designer Reena Ganga discusses how data visualization in augmented reality is helping companies across the globe.
VR, Design

The 10 secrets to indie game success (and why they do not exist) 6
by Gamasutra Community [08.27.18]
We're about to release Frozen Synapse 2, so it felt like the right time to write some kind of inspirational blog post in order to get 20 minutes of social media attention for marketing purposes…
Design, Production, Business/Marketing

Video Game Deep Cuts: The Two-Bit GoldenEye Circus  
by Gamasutra Staff [08.26.18]
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Dave Gilbert explains how BioWare RPGs inspired adventure game Unavowed  
by Bryant Francis [08.24.18]
We sat down with the lead developer of Unavowed to discuss how point-and-click adventure games can learn from modern-day RPGs.
Console/PC, Design, Video

How World of Warcraft helped Epidemiologists create better disease models  
by Staff [08.24.18]
In this GDC 2011 talk, Rutgers University's Nina H. Fefferman explains how an outbreak in World of Warcraft helped Epidemiologists better understand the flow of diseases in society.
Console/PC, Design, Video

How Destiny 2 devs adapted a PvE weapon for a competitive PvP mode  
by Alissa McAloon [08.24.18]
"When you're fighting AI, you can do whatever the hell you want to feel powerful and amazing and have a grand ol' time. Against other players, at some level, dying still has to be fun."
Console/PC, Social/Online, Design