by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
by Alex Wawro [04.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
by Peter Lincroft [04.17.15]
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter -- with a specific focus on its multiplayer systems.
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
by Leigh Alexander [04.14.15]
In 2014, Gamasutra spoke at length with developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
by Christian Nutt [04.08.15]
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.
by Tom Curtis [04.07.15]
The joint CEO and studio head of CD Projekt Red reflect on the lessons learned from the development and release of The Witcher 2 in this classic interview.
by Kris Graft [04.06.15]
In this classic chat, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw dig into the narrative structure and pithy quips driving critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
by Lucas Blair [04.03.15]
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
by Bob Mackey [04.01.15]
In this classic feature, Gamasutra talks with developers like Rhianna Pratchett, Al Lowe and Chuck Jordan to workshop what it takes to make genuinely funny, comedic games.
by Christian Nutt [03.31.15]
Axiom Verge developer Tom Happ digs into how and why he went about designing his game as a love letter to the genre pioneered by Super Metroid, and what room remains for other designers to explore.
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
by Christian Nutt [03.25.15]
In this classic feature, Gamasutra sits down with PlayStation 4 architect Mark Cerny as he explains the nuts and bolts of designing a new console with developers' desires in mind.