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April 20, 2019
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Troll Games - Design a golden path
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.
04.19.19 | Blog | Diego Ricchiuti |  
The imperfect science of Falcon Age's baby bird-based social media marketing
Outerloop Games co-founder Chandana "Eka" Ekanayake talks about the baby bird that won Twitter's heart, and also a bit about Disneyland-like level design in Falcon Age.
04.18.19 | News | Bryant Francis |  
5 Basic Steps in Creating Balanced In-Game Economy
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.
04.18.19 | Blog | Darina Emelyantseva |  
Get a job: Deep Silver Fishlabs is hiring a Lead Combat Designer
The Deep Silver Fishlabs team is looking for a dev to lead a small combat design team working on a 3D SciFi game.
04.17.19 | News | Staff |  
Das Geisterschiff Postmortem
Official Postmortem for Das Geisterschiff, a survival horror adventure dungeon crawler and the first game by Graverobber Foundation.
04.12.19 | Blog | Romanus Surt |  
Creating Sigil, Doom's unofficial fifth episode
Doomdesigner John Romero talks about creating Sigil as both a mod for the original game and an (unofficial) follow-up to Doom's "final" chapter.
04.11.19 | News | Alissa McAloon |  
Game Dev Roles that Define the Success of Any Title
Whenever game producers, publishers, or developers choose an external game dev team to join their project they are trying to find the suitable cooperation model between ??trust and let go?? and ??overcontrol at each stage??.
04.11.19 | Blog | Veronika Chebotareva |  
Game Jam Survival Kit
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive Folder I created to help jammers all over the world. This article is a complement to it. Enjoy!
04.10.19 | Blog | Nielisson Mendonca | 2 Number of Comments 
Defusing Flutter Bombs
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
04.10.19 | Blog | Hadar Silverman |  
How playgrounds can inform multiplayer level design in video games
"Playgrounds are fundamentally multiplayer spaces. They support a wide range of player needs, and they scale along game mode, player count, and player trust," says game designer Andrew Yoder.
04.07.19 | News | Gamasutra Community |  
The complicated process of making licensed video games
A few developers discuss the process of making licensed video games and the complications involved.
04.04.19 | News | Emma Kidwell |  
Playgrounds & Level Design
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
04.04.19 | Blog | Andrew Yoder | 1 Number of Comments 
Get a job: Frictional Games is hiring an Audio Lead/Sound Designer
The Frictional Games team is looking for a Europe-based developer to create lovingly designed, eerie, and memorable soundscapes on par with Amnesia: The Dark Descent and SOMA.
04.03.19 | News | Staff |  
What Mario Learned from Mickey Mouse - Part 1: Introduction & Colour
"What Mario Learned from Mickey Mouse" is an analysis on the world building of Super Mario Odyssey through the design of Disney theme parks. Part 1 studies how Disney and Nintendo use colour to guide and contextualize an environment to guests or player
04.03.19 | Blog | Aaron Sutton | 1 Number of Comments 
Blog: An open world analysis of Breath of the Wild
Analyzing the open world design in The Legend of Zelda: Breath of the Wild to break down Nintendo's level design and use of topography to guide where the player goes.
04.02.19 | News | Gamasutra Community |  
A Different Take on Sekiro Shadows Die Twice
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
04.02.19 | Blog | Josh Bycer | 8 Number of Comments 
These are Gamasutra's favorite slides from GDC 2019
The Gamasutra editorial team shares their favorite photos of slides from different GDC 2019 talks.
04.01.19 | News | Bryant Francis | 1 Number of Comments 
Devs recall moments of instability, indecision, and crunch on Anthem
Some of the anecdotes shared by the anonymous Anthem developers offer a look at how issues encountered in different parts of development can wear on a team and affect the work they set out to do
04.01.19 | News | Alissa McAloon | 4 Number of Comments 
Breath of the Wild Open World Analysis: Gravity to go Forward
Analyzing the open world design in The Legend of Zelda Breath of the Wild to break down Nintendo's level design and use of topography to guide where the player goes.
04.01.19 | Blog | Nic Phan |  
Video: Systemic AI design in Just Cause 3
In this 2017 GDC session, Avalanche Studios' Robert Meyer discusses the technical designs, interfaces, and methods the studio used to develop a robust AI system that was flexible for level designers.
03.26.19 | News | Staff |  
No More Tutorials! How to Convey Information Through Design (Repost)
(Repost) 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 load them with too much info? This article looks at how to teach through design.
03.26.19 | Blog | Caleb Compton |  
The Story of the Story
Introduction to the background of Iron Danger's story.
03.26.19 | Blog | Joel Sammallahti |  
Analysis of Game Concepts and Player Learning in Portal
An examination of how game concepts in Portal are introduced to the player over the course of the game. The purpose is to better understand the balance and difficulty of the game for application and comparison with other games.
03.26.19 | Blog | Richard Walsh |  
Year 2: My full time indie developer life
2018 may have brought some failures, but it also was a much more successful year. I'll cover the essence of how I am approaching the growth of the company leading into new developments.
03.25.19 | Blog | Kevin Giguere | 4 Number of Comments 
Get a job: DeepMind is hiring a Games Designer
DeepMind is looking for a Technical Level Designer with a passion for behavioral and goal-oriented design to help it implement a range of challenges and tasks for its AI agents to solve.
03.24.19 | News | Staff |  

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