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May 25, 2018
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Updates » Design
Get a job: Join PlayQ as a UI/UX Designer  
by Staff [05.25.18]
PlayQ is looking for a dev to be responsible for working directly with the product, design, and art teams to craft delightfully intuitive user experiences and design beautiful UI.
Art, Design, Recruitment

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Blog: Translating a game from Unity to Bitsy  
by Gamasutra Community [05.25.18]
Developer Pippin Barr writes about the process of development and specific insights into translating a game between radically different game engines.
Indie, Design

Blog: Developing procedural dialog in a game about tech support 1
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

Designing highly replayable stealth levels for Payday 2  
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Console/PC, Design

Honesty contributed to Subsurface Circular's 2 percent refund rate  
by Emma Kidwell [05.24.18]
Developer on Subsurface Circular Mike Bithell explains why the game has a two percent refund rate on Steam.
Console/PC, Design, Business/Marketing

Wolfenstein 2 accounted for speedrunners in its design  
by Emma Kidwell [05.24.18]
Speaking at a panel during Digital Dragons this past weekend, designers and artists from studios discussed their opinion on speedrunners discovering ways to skip past certain parts of their games.
Console/PC, Design

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video

Blog: Group pathfinding and movement in RTS games 2
by Gamasutra Community [05.24.18]
A practical approach to problems making group movement feel good and co-ordinated in an RTS style game.
Design

The future of PlayStation may be portable, says Sony exec 2
by Bryant Francis [05.23.18]
According to PlayStation boss John Kodera, the possibility of PlayStation embracing portable games may again be a part of the company's future.
Console/PC, Design, Business/Marketing

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Blog: Producing tangibly minatory creatures in games  
by Gamasutra Community [05.23.18]
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit.
Design

Blog: Game design beyond screens and joysticks - Part 2  
by Gamasutra Community [05.23.18]
Tatiana Vilela dos Santos is an indie designer and digital artist making games with special interfaces, and she wants to talk about game design beyond the world of screens and joysticks.
Design

Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT  
by Bryant Francis [05.23.18]
We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT.
Console/PC, Design, Video

Blog: Defining variance and understanding replayability  
by Gamasutra Community [05.23.18]
For the final part of my look at replayability, we're going to talk about what variance is, and how games have to be designed to be replayable.
Design

Art Design Deep Dive: Rendering the player as a form of pure energy in Recompile 2
by Gamasutra Community [05.23.18]
Phigames' Phi Dinh writes about how the studio's upcoming Recompile's humanoid protagonist rendered as a form of pure energy, using instanced cube meshes with a custom shader.
Indie, Design

Building a light-hearted puzzle game around Friday the 13th's Jason Voorhees  
by Joel Couture [05.22.18]
“As with Slayaway Camp, we were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design

Blog: Drawing inspiration from a global community of game devs  
by Gamasutra Community [05.22.18]
For me, the best thing about game conferences is meeting fellow developers from around the world and hearing their stories. Here's why I value those interactions above all else.
Design

Blog: Making strategy games interesting to read  
by Gamasutra Community [05.22.18]
In a strategy game reading is the process of parsing the information on the board, allowing players to identify threats and opportunities. This article can help you make that text interesting to read.
Design