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February 22, 2019
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February 22, 2019
Aerodynamics of Just Cause 4
[
1
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The Demonstrated Power of Community
Assassin's Creed: The Illusion of Scale
Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style
Kliuless #23: Company Strategy & Ownership Model
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February 22, 2019
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Monster Jam Steel Titans
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Updates
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» Exclusive
Game design portfolio-building tips from a Creative Assembly vet
2
by Simon Mann
[04.17.18]
In this helpful article, Creative Assembly senior designer Simon Mann describes ways to think like a designer and help build a strong game design portfolio to get yourself noticed.
Console/PC
,
Design
,
Exclusive
Life Is Strange
writer on how to run a successful writer's room
 
by Simon Parkin
[03.19.18]
Narrative director at Deck Nine and lead writer on
Life is Strange: Before the Storm
Zak Garriss discusses how to run a successful writer's room.
Console/PC
,
Indie
,
Design
,
Production
,
Exclusive
,
GDC
Tired of coding jumping from scratch, dev debuts new 2D Unity game engine
1
by Alex Wawro
[07.11.17]
"In my career, Ive probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie
,
Production
,
Exclusive
,
Video
Inside the next Xbox: Project Scorpio and its brand-new dev kit
7
by Alex Wawro
[04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC
,
Design
,
Production
,
Business/Marketing
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Exclusive
Postmortem: Dinosaur Polo Club's
Mini Metro
9
by Peter Curry
[06.15.16]
"I initially saw
Mini Metro
as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC
,
Indie
,
Audio
,
Design
,
Production
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Exclusive
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Video
How Ubisoft builds giant games using giant teams
1
by Alex Wawro
[02.25.16]
Ubisoft Montreal's Chadi Lebbos chats with Gamasutra about, among other things, how the company's global patchwork of studios try to collaborate on big games without wanting to kill each other.
Console/PC
,
Production
,
Exclusive
The Comeback: Why Warren Spector is making games again
6
by Alex Wawro
[02.22.16]
"I wanted to make sure I didn't become one of those teachers who used to make games." After years away, veteran game designer Warren Spector tells Gamasutra why he's itching to make games again.
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Indie
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Design
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Business/Marketing
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Exclusive
Road to the IGF: Sam Barlow's
Her Story
 
by Alex Wawro
[02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie
,
Art
,
Audio
,
Design
,
Production
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Exclusive
,
IGF
Amazon launches new, free, high-quality game engine: Lumberyard
31
by
Christian Nutt
[02.09.16]
Built using CryEngine's tech and completely free to download and use, this new engine -- which can currently deploy products on PC, PlayStation 4, and Xbox One -- is powered by Twitch and Amazon Web Services.
Console/PC
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Smartphone/Tablet
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Programming
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Business/Marketing
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Exclusive
State of the Industry: Game devs offer opinions on our VR future
5
by Brandon Sheffield
[01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR
,
Design
,
Production
,
Exclusive
The minimalist sound design of
The Witness
2
by Bryan Gardiner
[01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC
,
Indie
,
Audio
,
Design
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Exclusive
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Video
Road to the IGF: Dinosaur Polo Club's
Mini Metro
 
by Alex Wawro
[01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built
Mini Metro
from a jam game into a strikingly streamlined transit puzzle game.
Indie
,
Programming
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Art
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Audio
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Design
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Production
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Exclusive
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IGF
Road to the IGF: Question's
The Magic Circle
4
by Alex Wawro
[01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about
The Magic Circle
, the IGF award-nominated game that lampoons game development.
Indie
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Programming
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Design
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Production
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Business/Marketing
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Exclusive
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IGF
What developers, analysts think of the $600 Oculus Rift price tag
34
by Staff
[01.06.16]
What do industry analysts think of the recently announced $599/£499/699 price point for the Oculus Rift?
VR
,
Business/Marketing
,
Exclusive
Inside the world of
Yo-Kai Watch
1
by
Christian Nutt
[11.20.15]
What the heck is
Yo-Kai Watch
and how does the game actually work? What are its strengths? Christian Nutt dives in.
Console/PC
,
Design
,
Exclusive
Tomb Raider
and the clash between story and violence in games
50
by Simon Parkin
[11.19.15]
Game writers craft sophisticated narratives tho explain the desires and actions of their protagonists. But that's often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC
,
Design
,
Exclusive
Don't Miss: What the heck is
Yo-Kai Watch
? 10 things to know
3
by
Christian Nutt
[11.05.15]
Want to understand what's up with the next big franchise from Nintendo and Level-5? This article lays it all out for you, from game to anime, comics, and toys -- and potential for Western success.
Console/PC
,
Exclusive
Classic Postmortem:
The Operative: No One Lives Forever
6
by Craig Hubbard
[11.04.15]
Monolith's campy spy-themed shooter turns 15 this month. Here's designer Craig Hubbard's in-depth postmortem that first ran in 2001.
Exclusive
,
History
,
GD Mag Exclusive
Game Design Deep Dive:
Undertale
's action-based RPG battles
3
by Toby Fox
[10.30.15]
Undertale
developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC
,
Indie
,
Design
,
Exclusive
,
Deep Dive
Miitomo
: What's Nintendo trying to do with its first smartphone app?
7
by
Christian Nutt
[10.29.15]
So what's the deal with Miitomo? Christian Nutt takes a look at Nintendo's first app, and places it in context.
Social/Online
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Smartphone/Tablet
,
Business/Marketing
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Exclusive
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