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February 18, 2019
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Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style
This week's highlights include a piece on Chinese romance games for women, a look at a multitude of new titles - from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
02.17.19 | Blog | Simon Carless |  
Core, Focus & Power - A Game Design Methodology
This essay introduces a methodology towards designing games that portray a very clear and tangible intent, that are elegant to play and enjoyable to develop.
02.13.19 | Blog | Adrian Novell |  
Sonar Beat: Basics of a unique rhythm game
How we merged musical and arcade mechanics into one solid, innovative experience
02.11.19 | Blog | Miguel Valles Susin | 1 Number of Comments 
Get a job: Slime Rancher dev Monomi Park is hiring a Senior Game Designer
Monomi Park is looking for an experienced Senior Game Designer to work on Slime Rancher and more projects down the line.
02.10.19 | News | Staff |  
What makes Hitman 2 levels tick? Find out at GDC 2019!
If crafting believable, authentic levels where it feels like real people live and work is important to you, check out this GDC 2019 talk on the anthropologically-influenced level design of Hitman 2!
02.07.19 | News | Staff |  
Effective Game Design: Software Challenges
Game design is the most important part of every game, but there are no specific tools for game designers. Dialogues must have a diagram-like layout to keep them organized, a game library database requires more structured storage...So what can we do?
01.31.19 | Blog | Pavel Shylenok |  
Some things you may learn as you release your first indie game
Finishing a game is hard. However when you do, it??s important to re-evaluate what you have learned and define the mistakes you made. Coming up to my second game release as a solo developer, I wanted to share some of the things I learned in the process.
01.30.19 | Blog | Daniel Prokisch |  
Get a job: Be an Environment Artist at Insomniac Games
Insomniac Games seeks an Environment Artist to work in Durham, NC creating worlds by modeling/sculpting assets, authoring textures and materials, and doing in-editor level composition and layout.
01.29.19 | News | Staff |  
Video: King's guide to level design for casual games
King's Jeremy Kang takes the stage at GDC Europe 2016 to deliver a rare look at how King (Candy Crush Saga) goes about designing levels for its various free-to-play mobile games.
01.29.19 | News | Staff |  
'BOY' does GDC 2019 offer more great God of War talks than you can shake an axe at!
An axe won't be the only thing you recall after you check out some of the 15+ fantastic God of War talks on offer at GDC 2019, each of which offers a unique look at the game's design and development!
01.27.19 | News | Staff | 1 Number of Comments 
Weekly Jobs Roundup: Heart Machine, Crystal Dynamics, and more are hiring now!
The developers of games like Smite, Farpoint, Tomb Raider, and Hyper Light Drifter are looking to expand their teams!
01.24.19 | News | Staff |  
Attend GDC and see how Arkane's innovative Prey DLC Mooncrash was made!
Come to GDC 2019 in March for a rare behind-the-scenes look at the making of Mooncrash, a fresh and innovative piece of DLC for the already remarkably well-crafted immersive sim Prey.
01.23.19 | News | Staff |  
Video: Shadow Cities and the future of location-based games
In this GDC 2012 talk, Grey Area's Markus Montola discusses Shadow Citiesand some of the key lessons from the early days of mobile location-driven video games.
01.22.19 | News | Staff |  
GDC 2019 debuts new mentoring program to help grow your game dev career
Launching at GDC 2019 is a brand-new mentoring program to help encourage game development professionals to continue and grow in their personal careers!
01.16.19 | News | Staff |  
Get a job: Crystal Dynamics is hiring a Camera Designer
Crystal Dynamics is looking for a dev to design, implement, and fine-tune game design cameras to create rich narrative in levels and cinematics.
01.16.19 | News | Staff |  
The Conflicting Design of the Zelda-Rogue
The idea of combining the handcrafted design of a Zelda title with the procedural generation of a rogue-like may sound like a dream come true, but it's often a challenge too big for most designers to handle.
01.16.19 | Blog | Josh Bycer | 1 Number of Comments 
Understanding the Roles of Game Dev Professionals
We have outlined the most important roles in game development. In the second part of the article we will see how can jobs and roles be combined within a single person using an RPG game as an example and review potential bottlenecks of such combinations.
01.15.19 | Blog | Pavel Shylenok |  
It Took us 1.5 Years to Figure Out What our Game is About
Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.
01.14.19 | Blog | Vasileios Karavasilis |  
Weekly Jobs Roundup: Sucker Punch, Within, Skydance, and more are hiring now!
Studios across the globe are looking for engineers, designers, programmers, animators, artists, and more right now on the Gamasutra Job Board.
01.10.19 | News | Staff |  
The JRPG Startup Cost
Timing various gameplay elements in JRPGs of the 4th console generation: the Genesis, Sega CD, Super Nintendo, and the Game Boy. Was the random encounter grind really that bad?
01.10.19 | Blog | Radek Koncewicz | 12 Number of Comments 
Candy Raid: The Factory Post Mortem
Candy Raid: The Factory was made by Kayne Ruse and Evan Hartshorn. In this post mortem, they break down what went right, what went wrong, and what they learned along the way.
01.10.19 | Blog | Kayne Ruse |  
My insight on how level flow is applied in games like Uncharted 4 & The Last of Us
The past few months I have been doing research in the level flow and environment design in games like, "Uncharted 4" and "The Last of Us" This blog will be a crash course on: What is level flow & how level designers apply them.
01.09.19 | Blog | Trinh Nguyen | 3 Number of Comments 
Designing Sausage Sports Club
Lessons learned designing Sausage Sports Club, including a few deep dives into specific features.
01.07.19 | Blog | Chris Wade | 1 Number of Comments 
Tomb of the Mask: Enemy Analysis
A detailed look at the design of each enemy in Tomb of the Mask. A Pac-Man collect the dots in a maze style game for iOS and Android. The ghosts ain't got nothing on these bats, snakes, and flying monkeys.
01.07.19 | Blog | Olin Olmstead |  
The evolution of video games as a storytelling medium, and the role of narrative in modern games
This essay aims to investigate the topic of narrative in video games. Specifically, the evolution of narratives in games, and the role of narrative in today??s story-based games. Narrative is all around us; we can interpret all events as stories with plo
01.07.19 | Blog | Chris Stone |  

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