Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:





Your search returned 3117 results.
Order by: date|relevance
Remembering old games: Max Payne. Interview with the creators of the game
Interviews with developers about old games
10.16.18 | Blog | Aleksandr Samovich |  
Submissions are now open for the GDC 2019 Tutorials!
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
10.15.18 | News | Staff |  
Getting the World of "Sprint Vector" Over the Finish Line (by Kevin Andersen, Survios Technical Artist)
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?
10.15.18 | Blog | Lauren Irvine |  
VR Design Principles in "RIGS: Mechanized Combat League"
The design principles for PSVR game 'RIGS: Mechanized Combat League' that was covered in my talk in a design panel at Eurogamer EGX 2016, at the Birmingham NEC, UK.
10.15.18 | Blog | Pete Ellis | 1 Number of Comments 
God of War devs share early level designs for #Blocktober
Developers from Sony Santa Monica share early versions of levels from God of War in celebration of #Blocktober.
10.14.18 | News | Emma Kidwell |  
Rebuilding the Reach
Sunless Skies creative director Paul Arendt talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
10.10.18 | Blog | Paul Arendt | 1 Number of Comments 
Game Classics: Sonic the Hedgehog (1991)
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
10.09.18 | Blog | Caleb Compton |  
Why I walked away from my legal career to make video games
Before I founded Modern Storyteller and began making our game, The Forgotten City, I was working as a legal and strategy advisor to a multi-billion dollar tech company. Yes, that is a bizarre career change. So why did risk my career to make video games?
10.08.18 | Blog | Nick Pearce |  
Runick - Level Design
A look into the designing process of an indie game called Runick. This blog post will be divided into three parts, each of them tackling one part of the process I went through while designing the levels in Runick (Experimentation, Progression and Fillers)
10.08.18 | Blog | Toni Steyskal |  
Leaving the comforts of linear design behind to create the first Assassin’s Creed
Developers that worked on the original Assassin's Creed game recall the title's origins and the technology that allowed them to move from a linear story to an open world game.
10.04.18 | News | Alissa McAloon |  
Video: Building Brink's SMART parkour traversal system
At GDC 2012 Splash Damage's Arne Olav Hallingstad, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio's 2011 multiplayer shooter Brink.
10.04.18 | News | Staff |  
Turning Food Into Architecture Makes For Great Game Design
Concept Artist turns food into architecture to create world maps in Cookie Jam Blast.
10.01.18 | Blog | Deborah Han | 1 Number of Comments 
How does 'The Messenger' make you a master?
What can we learn about 'The Messenger' from it's opening hour of gameplay? A level and game design deconstruct of the initial experience of this action platformer with a twist.
10.01.18 | Blog | Chris Wilson |  
11 BOSS BATTLES OF X-MORPH: DEFENSE, PART 5 - KM-2 REDWING
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.
09.27.18 | Blog | Piotr Bomak |  
Doing AAA, Startups, and Mobile with Richard Khoo
Richard Khoo is a Game Design Director that has been working in the industry for over 15 years. He spent a decade at Blizzard working on titles like Starcraft 2 and was the lead systems designer for Heroes of the Storm.
09.27.18 | Blog | Larry&Brandon GDU |  
Don't Miss: The value of taking a narrative approach to level design
Game designer Jolie Menzel shared some advice on how storytelling techniques can be applied to level design, drawing on her experience making games at Ubisoft and, before that, Telltale.
09.23.18 | News | Staff |  
Kliuless? Gaming Industry ICYMI #4
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.
09.21.18 | Blog | Kenneth Liu |  
Video: Designing Titans, the 'moving' levels in God of War III
In this classic GDC 2012 talk, Sony Santa Monica's Chris O'Neill and Bruno Velazquez share the development story of making God of War III's Titans from elevator pitch to completion.
09.20.18 | News | Staff |  
Gameplay Ramps in Spiderman
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
09.20.18 | Blog | Nathan Savant | 3 Number of Comments 
Blog: Realism and legibility in open-world level design
The design underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility.
09.19.18 | News | Gamasutra Community |  
Realism and Legibility in Open-World Level Design
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.
09.19.18 | Blog | Justin Reeve |  
Head like a hole: The wisdom of Donut County dev Ben Esposito
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
09.13.18 | News | Alex Wawro, Bryant Francis |  
Less than 2 years in, VR game I Expect You To Die surpasses $3M revenue
Schell Games’ I Expect You To Die has officially brought in $3 million since its late 2016 launch, with the majority of that sum being earned in the last year alone.
09.13.18 | News | Alissa McAloon |  
7 great stealth encounters in games that are worth studying
From The Last Of Us to Deus Ex to Hitman: Blood Money, devs share some of their favorite stealth encounters in games and explain why they're so memorable -- and so worth studying.
09.11.18 | News | Richard Moss | 4 Number of Comments 
Space, Place, and the Art of Designing Deep Levels
Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
09.10.18 | Blog | Justin Reeve | 2 Number of Comments 

  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30 [ Next 30 > > ]