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December 11, 2018
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Announcing the juries for the IGF 2019 Design, Narrative, and Best Student Game awards!
Organizers shout out the industry professionals who have agreed to give their time to judge the Excellence in Design Award, the Excellence in Narrative Award, and the Best Student Game Award!
12.02.18 | News | Staff |  
Post Mortem - Destination Primus Vita
Anne Gibeault gives her own personal Post Mortem of making the sci-fi adventure game Destination Primus Vita. From the birth of a new IP to the release of the first game.
11.28.18 | Blog | Anne Gibeault | 3 Number of Comments 
Ocarina of Time 20th Anniversary Retrospective
21.11.2018 marked the 20th anniversary of The Legend of Zelda: Ocarina of Time. So, I've decided to celebrate this special anniversary by writing a retrospective for the game that made such a monumental impact on the video game industry and on my life.
11.27.18 | Blog | moses vandenberg |  
Weekly Jobs Roundup: Weta Workshop, Playful Corp, and more are hiring now!
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
11.20.18 | News | Staff |  
Don't Miss: Learning from the masterful level design of The Legend of Zelda
Can the original Zelda game still have things to teach designers? In this 2012 analysis, Mike Stout dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
11.20.18 | News | Mike Stout |  
Squeaky Wheel's Productivity Tools
I talk about some of the productivity tools like Flock, Hacknplan, and Airtable that we use to make making games easier.
11.19.18 | Blog | Ryan Sumo |  
Take a day to polish your level design skills with peers at GDC 2019
The Level Design Workshop returns to GDC 2019 for the tenth year running, and if you care at all about levelcraft you won't want to overlook this day-long series of talks!
11.07.18 | News | Staff |  
No More Tutorials! How to Convey Information Through Design
If you play video games, odds are that you have slogged through countless boring tutorials. What if I told you there was a better way to teach your players than to front-load them with too much info? This article looks at how to teach through design.
11.07.18 | Blog | Caleb Compton |  
AI detecting player from vision using camera and shaders
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
11.05.18 | Blog | Kévin Drure |  
Don't Miss: A Level Design Deep Dive into Dishonored 2's Clockwork Mansion
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
11.04.18 | News | Staff |  
Kliuless? #10: Epic Dreams & Fortnitemares
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
11.02.18 | Blog | Kenneth Liu |  
The Three Factors of Effective Horror Design
Horror can be a tough genre to design around, but there are three elements that must be present if you want to get a scare out of the player.
10.30.18 | Blog | Josh Bycer | 3 Number of Comments 
PSA: You're almost out of time to pitch talks for the GDC 2019 Tutorials!
Hey devs, the deadline for submissions to all but one GDC 2019 Tutorial is next Wednesday, November 7th! (The deadline for the Level Design Workshop is even sooner: this Friday, November 2nd!)
10.29.18 | News | Staff |  
Lessons learned in game art production - Part II
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part II.
10.29.18 | Blog | Ricardo Bess | 2 Number of Comments 
The Power of Personality in Games
These days it is all too common to hear that games are becoming less and less original. But is this the case?And what does it even mean to be original in the first place? This article looks at some ways to make your game feel original by adding personalit
10.29.18 | Blog | Caleb Compton |  
Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
10.28.18 | Blog | Simon Carless | 2 Number of Comments 
Lessons learned in game art production - Part I
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part I.
10.26.18 | Blog | Ricardo Bess |  
10 level design tips and tricks
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
10.25.18 | News | Gamasutra Community |  
Video: The level design behind Cut the Rope and Trainyard
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
10.25.18 | News | Staff |  
Crunch, work-life balance, and Assassin's Creed Odyssey: A view from the top
Three bosses at Ubisoft Quebec, the studio behind recently-released Assassin's Creed Odyssey, give us a bird's-eye view of crunch & work-life balance when making one of the biggest games of the year.
10.24.18 | News | Kris Graft |  
Urban Planning and Level Design
The design principles underpinning The Witcher 3's Novigrad make it seem like a living, breathing city. This article takes a look at how urban planning made it happen.
10.24.18 | Blog | Justin Reeve |  
Classic Tools Retrospective: The tools that built Deus Ex, with Chris Norden
David Lightbown interviews Chris Norden about the history of tools development for Deus Ex. Learn about how the team customized the Unreal Editor, developed dialogue and export tools, and created innovative lip-sync technology for this innovative FP-RPG.
10.23.18 | Blog | David Lightbown | 7 Number of Comments 
Don't Miss: Level design lessons from Super Mario Bros. 3
Today marks 30 years since Super Mario Bros. 3 first released in Japan. In this 2011 blog post, Radek Koncewicz traces some of the game's clever design tricks that made it a series mainstay.
10.22.18 | News | Gamasutra Community |  
Combat Evolved | Encounter Design in Halo 3
I explain how Halo 3 managed to have so many AI characters on screen at once whilst running on a Xbox 360.
10.22.18 | Blog | Tommy Thompson |  
Level Design Tips and Tricks
A selection of tips and tricks for Level Design development.
10.22.18 | Blog | Tom Pugh | 9 Number of Comments 

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