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Posted by Tatiana Vilela dos Santos on 06/18/18 10:29:00 am in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.

Posted by Nathan Cheever on 06/18/18 10:11:00 am in Audio, Design, Production, Art
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!

Posted by Greg Costikyan on 06/18/18 10:07:00 am in Design
People can sustain relationships with ~150 people. If your mobile or online game exposes your users to the whole universe of players, you are doing them a disservice.

This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.

Posted by Sande Chen on 06/15/18 09:01:00 am in Design, Serious
In this article, game designer Sande Chen delves into the connection between a person's identity, emotions, and behavior change.

Posted by Winifred Phillips on 06/14/18 11:15:00 am in Audio, VR
The 3rd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 3: Diegetic versus Non-Diegetic, with a discussion of composition & recording methods to make music fit into a VR world.

Posted by Joel Green on 06/14/18 11:14:00 am in Design, Indie, VR
VR is all about iteration and experimentation, occasionally leading to magical design discoveries. This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder.

Posted by Tatiana Vilela dos Santos on 06/11/18 11:41:00 am in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.

Posted by ALEXIS KENNEDY on 06/11/18 11:37:00 am in
What happened when we launched Cultist Simulator, and why we think it happened.

This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.





Posted by Michael Heron on 06/21/18 10:29:00 am in Business/Marketing, Design, Production, Serious
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.

Posted by Michel Sabbagh on 06/21/18 10:28:00 am in Design, Console/PC
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint. Bethesda alum Michel Sabbagh analyzes the ambient effect.

Posted by Dustin Connor on 06/21/18 10:28:00 am in Design
Narrative design as a role within game development is still growing and changing, and understanding what we mean when we use the term goes a long way to helping us discuss it in the future. Here are a few distinct types of 'narrative designer'.

Posted by Fabrice Piquet on 06/21/18 05:56:00 am in Programming, Art
This article describes a method for creating a realistic first person camera attached to a body to simulate realistic movements and animations in Unreal Engine 4

Posted by Todd Vance on 06/20/18 05:56:00 pm in Programming, Console/PC, Indie
Reprinted from the author's blog, this is the first of a (at the time of writing) three-part beginners tutorial series on making a character in Unreal Engine 4. A link to Part II sends the reader to the blog to finish the job. More parts may come later!

Development Director at Snap Finger Click, Martijn van der Meulen, discusses their latest release Awkward. This adult party title was made for multiplayer and optimised for broadcasting using the team's years of experience in making social games.

Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.

What is it like to be a business developer in a small indie studio? (and how to get my job?)

Posted by Bruno Poli on 06/19/18 09:55:00 am in Design, Programming, Production
The Blackboard System is a system to decouple features, creating a solid architecture, with easy implementation, maintenance and a helpful editor tool.

The next generation of mobile networks is almost upon us. This article explores they key benefits 5G will provide game devs and mobile marketers.