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September 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
At XRDC, see how Unity bridges the gap between AR design & engineering  
by Staff [08.21.18]
At XRDC Unity's Andrew Maneri will reveal the company's new augmented reality tech called "reasoning APIs": equal parts coding, puzzle solving, and adventure-game-style ingredient substitution.
VR, Design

Until Dawn dev Supermassive is creating a horror game anthology 1
by Chris Kerr [08.21.18]
The studio has just announced plans to release a series of standalone, cinematic horror games dubbed 'The Dark Pictures Anthology.'
Console/PC, Design, Production, Video

Meet some of the indie devs quietly pushing the JRPG genre forward 6
by Steven T. Wright [08.21.18]
"There’s a big problem in indie games where everybody is just trying to remake their favorite games," says YIIK dev Andrew Allanson in this look at modern indie JRPGs. "We try to fight against that."
Indie, Design

Don't Miss: Creating dynamic audio in the destructible levels of Rainbow Six: Siege 5
by Louis Philippe Dion [08.20.18]
In this deep dive, audio director Louis Philippe Dion explores how the Siege dev team used strategically placed nodes to calculate the flow of sound in ever-changing, destructible battlegrounds.
Console/PC, Social/Online, Audio, Design

Blog: Making the first game containing Nazi symbols in Germany 16
by Gamasutra Community [08.20.18]
Battling the Nazis in World War II is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. Until now.
Design, Production

Designing omnidirectional tracks for parkour-esque racing game Lightfield  
by Gamasutra Community [08.20.18]
Lost in the Garden cofounder Julia Murczek digs into the challenges the team had to overcome when designing the race tracks for their omnidirectional racing game, in which players can drive on walls.
Indie, Design

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, and more are hiring now!  
by Staff [08.17.18]
These studios and many many more are looking for developers across multiple disciplines right now on the Gamasutra Job Board!
Art, Design, Production, Recruitment

Sebastien Benard breaks down the fine details of Dead Cells' design  
by Bryant Francis [08.17.18]
Motion Twin game designer Sebastien Benard took some time to break down the fine design details of Dead Cells over on the Gamasutra Twitch channel.
Console/PC, Design, Video

Blog: How we made a stealth-em-up arena brawler  
by Gamasutra Community [08.17.18]
We recently released Black & White Bushido on PC, PS4 and Xbox One, so we thought it was time to take a look at what we've learned on our journey so far.
Design, Production

We're talking to one the devs behind Dead Cells at 12PM EDT  
by Bryant Francis [08.17.18]
Join us for a conversation with one of the brains behind Dead Cells starting at 12PM EDT.
Console/PC, Design, Video

Blog: Tips for building VR and AR device-independent Unity projects  
by Gamasutra Community [08.17.18]
How does a Unity developer "create once, build many" while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services?
VR, Design, Production

What live game developers can learn from studying urban planning 2
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Console/PC, Social/Online, Indie, Design, Production

Video: How to design games with user experience in mind  
by Staff [08.16.18]
In this GDC 2016 talk, educator Christina Wodtke explores the core principles of user experience design philosophy, and how it can help create games that are elegant and complete experiences.
Console/PC, Design, Video

Watch Phantom Doctrine's lead designer talk about abandoning RNG  
by Bryant Francis [08.16.18]
The lead designer of Phantom Doctrine joins Gamasutra to discuss abandoning RNG, how to make fictional conspiracy theories, and more.
Console/PC, Design, Video

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [08.16.18]
We could have titled this feature (in which Burnout Paradise co-creator Alex Ward & other devs reflect on the design & impact of the influential open-world racer) Paradise Lost & Found, but we didn't.
Console/PC, Indie, Design

Chat with the lead designers of Phantom Doctrine at 3PM EDT  
by Bryant Francis [08.16.18]
We're talking to the lead developers of Phantom Doctrine starting at 3PM EDT.
Console/PC, Design, Video

Blog: How to make a Discord RPG - Part 3 1
by Gamasutra Community [08.16.18]
This third part of this blog series covers the technology used to build my Discord RPG, including servers, database and API choices.
Programming, Design

Blog: Let's talk about systemic narratives in games 7
by Gamasutra Community [08.16.18]
Ubisoft's Victor Sanchez digs into systematic narratives and how they might improve upon current narrative approaches.
Design, Production

How EVO helps devs tune and test their fighting games  
by Aron Garst [08.16.18]
“Evo players can break a game down faster than anyone," Arc System Works' Toshimichi Mori tells Gamasutra. "They can jump in and do the combos that others would need days to learn."
Console/PC, Indie, Design