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March 21, 2019
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Updates » Design
Keeping the spirit of Lionhead alive in the gorgeous 2D world of Kynseed 2
by Steven T Wright [02.05.19]
PixelCount Studios' Matt Allen explains the trials, tribulations, and lessons from developing Kynseed, an Early Access game that is packed with charm, even in its unfinished state.
Console/PC, Indie, Design, Business/Marketing

GDC Speaker Q&A: Cherry Thompson explores disabled representation in games  
by Staff [02.04.19]
At GDC 2019, advocate and writer Cherry Thompson will be helping you design better disabled characters to join the casts of your games!
Console/PC, Design

Respawn wanted to let Apex Legends 'speak for itself'  
by Emma Kidwell [02.04.19]
Lead producer at Respawn Entertainment Drew McCoy discusses the development of Apex Legends, a new battle royale game set in the Titanfall universe.
Console/PC, Design

Get a job: Housemarque is looking for a Lead Designer  
by Staff [02.04.19]
The ideal candidate will have a strong game design background, multiple game credits and a passion for shipping high-quality products with a fun, collaborative team.
Design, Recruitment

Don't Miss: Designing the fluid and surprisingly intuitive controls of Titanfall 2
by Staff [02.04.19]
This is a game in which you can traverse levels at fantastic speed and explore their full vertical heights, using a moveset which not only rewards skill but is also surprisingly intuitive to grasp.
Console/PC, Design

Behind the mashed-up roguelike charm of Twinfold  
by Joel Couture [02.04.19]
A bit of Imbroglio, a dash of Into the Breach, and a dose of Threes!: game developer Kenny Sun explains the design concepts behind the excellent roguelike puzzler, Twinfold.
Smartphone/Tablet, Design, Video

Video Game Deep Cuts: Get Into The Wargroove, Below Marshmello Zero  
by Gamasutra Staff [02.03.19]
This week's highlights include impressions of the fetching Advance Wars-like Wargroove, the new Subnautica standalone follow-up, as well as a look at Fortnite's concert rendezvous with Marshmello.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the Mages of Mystralia devs explain their custom spell system  
by Bryant Francis [02.01.19]
Watch the GDC team chat with the folks behind Mages of Mystralia and learn more about the making of this unique spellcrafting game.
Console/PC, Design, Video

Video: Swery's guide to lovable game design  
by Staff [02.01.19]
Swery takes the stage at GDC 2011 (a year after Deadly Premonition) to talk through his game design process, and how he goes about trying to create appealing characters and narratives.
Console/PC, Indie, Design, Video, Vault

Weekly Jobs Roundup: Deep Silver Volition, Giant Squid, and more are hiring now!  
by Staff [02.01.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

Exploring the value of randomness in procedural generation  
by Alissa McAloon [02.01.19]
Game designer and AI researcher Mike Cook has put together a tutorial on his website that explores some basic building blocks of procedural level generation. 
Design

Don't Miss: Directing the birth of a new BioWare world in Anthem  
by Staff [02.01.19]
BioWare game director walks us through the thought process behind leading a massive team to create Anthem.
Console/PC, Design

Chat with Mages of Mystralia's devs at 3PM ET  
by Bryant Francis [02.01.19]
The devs behind Mages of Mystralia are taking your questions starting at 3PM ET on the GDC Twitch channel!
Console/PC, Design, Video

See how Path of Exile was built to be played forever at GDC 2019  
by Staff [02.01.19]
Grinding Gear Games' Path of Exile is a free-to-play success story, and at the Game Developers Conference in San Francisco next month you'll get to see how the dev team keeps it going strong.
Console/PC, Social/Online, Design, GDC

What drives retention?: A look at the mechanics that keep players playing 11
by Gamasutra Community [02.01.19]
Game designer Raph Koster defines the key measures behind successful player retention, and breaks down the pros and cons of several proven retention mechanics.
Social/Online, Design, Business/Marketing

Video: How Obsidian built Pillars of Eternity by looking back while moving forward  
by Staff [01.31.19]
At GDC Europe 2016 Obsidian's Josh Sawyer looks at Pillars of Eternity's origins, and how Obsidian went about trying to update the RPG genre while paying tribute to the games that inspired it.
Console/PC, Design, Video, Vault

See how Blizzard brought new HotS hero Orphea to life at GDC 2019 1
by Staff [01.31.19]
Blizzard has a reputation for filling its games with charming, colorful characters, and at the 2019 Game Developers Conference in March you'll get a rare look at how a new Blizzard hero is designed.
Social/Online, Art, Design, GDC

Behind the AI of Horizon Zero Dawn - part 1 6
by Gamasutra Community [01.31.19]
AI researcher Tommy Thompson takes an in-depth look at Horizon Zero Dawn, exploring the gameplay and decision-making systems that bring the game's creatures to life.
Console/PC, Programming, Design

Video: King's guide to level design for casual games  
by Staff [01.30.19]
King's Jeremy Kang takes the stage at GDC Europe 2016 to deliver a rare look at how King (Candy Crush Saga) goes about designing levels for its various free-to-play mobile games.
Social/Online, Smartphone/Tablet, Design, Video, Vault

Learn how great licensed games get made from the Reigns: GoT team at GDC 2019  
by Staff [01.30.19]
Come out to GDC next month and catch the developer of Reigns: Game of Thrones chatting with HBO and Devolver reps about the ups and downs of building a modern licensed game.
Smartphone/Tablet, Design, Business/Marketing, GDC