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October 14, 2019
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Video Game Deep Cuts: Hearthstone Boycotts, Concrete Genie, Indie Sales  
by Gamasutra Staff [10.11.19]
This week's highlights include fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus the reality of indie game sales.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

DIY thumbsticks and clay creations: How Google designed its Stadia gamepad 1
by Chris Kerr [10.11.19]
What goes into designing a new gamepad? Given most of them share a striking number of similarities, you'd be forgiven for thinking the answer to that question is 'not much.' If only.
Business/Marketing, Design

Blog: Accessibility and difficulty as barriers to art 2
by Gamasutra Community [10.11.19]
Who should be able to experience art? While in an ideal world the answer is everybody, there are some who are unable to engage with video games for numerous reasons, including difficulty.
Design

'BARF!': Designing River City Girls' approachable, challenging brawling 1
by John Harris [10.11.19]
Gamasutra chats with WayForward's Adam Tierney about the design and development of River City Girls, a vibrant 2D brawler that pays tribute to the classic River City Ransom games.
Design, Indie

Watch Mike Z and Mariel Cartwright break down the making of Indivisible  
by Bryant Francis [10.10.19]
Watch two of the lead developers at Lab Zero Games share stories about the development of Indivisible.
Design, Console/PC, Video

Chat with the creators of Indivisible at 3PM ET  
by Bryant Francis [10.10.19]
Chat with gamemakers Mike Z and Mariel Cartwright today on the GDC Twitch channel about their new game Indivisible.
Design, Console/PC, Video


Video Game Deep Cuts: Hearthstone Boycotts, Concrete Genie, Indie Sales  
by Simon Carless [10.11.19]
This week's highlights include a look at fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus a great look at the reality of indie game sales and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Hidden Treasures: A look at Scavenger Hunts in two modern Adventure Games  
by Adam Cohen [10.11.19]
A brief dive into the secondary adventure mechanic of scavenger hunts shows how some titles, like 2018's God of War, create rewarding gameplay and replay-ability, and others are stuck in old outdated practices.
Design, Console/PC

Region-Based Narrative  
by Nathan Savant [10.11.19]
Explanation and Exploration of a narrative structure based on map location that is frequently found in games like Zelda or Metroid.
Design, Serious, Indie

The simple most difficult challenge of bringing Frostpunk to consoles 1
by Jakub Stokalski [10.11.19]
Bringing Frostpunk to consoels was challenging. Here's one short tale how UX design theory can get you out of a hole when bringing a survival-city builderes designed for mouse an keyboard with an ambition to make it feel like a native console experience.
Design, Console/PC

PixelCast 6, Reggie, Kirby, Techy, Devs Meetup Next Tuesday!!!  
by Jeremy Alessi [10.10.19]
Jeremy continues October with some more Halloween spirit by attempting to go bodyless and pass off green screen artifacts as monster makeup!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Accessibility and Difficulty - Barriers to Art 2
by Daniel St Germain [10.10.19]
Who should be able to experience art? While in an ideal world the answer is everybody, there are various groups of players that are unable to engage with video games for numerous reasons. For some that reason may be difficulty, so let's talk about Sekiro.
Design, Production, Art


Take Two Interactive Software Inc. — Westwood , Massachusetts, United States
[10.11.19]
Cinematic Narrative Scripter


Insomniac Games — Burbank, California, United States
[10.11.19]
Lead Level Designer
Insomniac Games - Lead Level Designer

DePaul University — Chicago, Illinois, United States
[10.11.19]
Assistant Professor in Game Design


Sony PlayStation — San Diego, California, United States
[10.11.19]
Senior Character TD
Senior Character TD

Wevr — Venice, California, United States
[10.11.19]
Senior Game Designer/Scripter (Blueprint, UE4)
Senior Game Designer/Scripter (Blueprint, UE4)

University of Exeter — Exeter, England, United Kingdom
[10.11.19]
Serious Games Developer


Deep Silver Volition — Champaign, Illinois, United States
[10.10.19]
UI Artist


Mutant Arm Studios — Bend, Oregon, United States
[10.09.19]
Technical Game Designer


Obsidian Entertainment — Irvine, California, United States
[10.08.19]
Combat Designer


Deep Silver Volition — Champaign, Illinois, United States
[10.08.19]
Environment Artist