Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 18, 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:


Updates » Design
Video: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Behind the motion-capture kiss in The Last Of Us Part II 1
by Emma Kidwell [06.15.18]
Advanced facial capture helped orchestrate the kiss featured in the trailer for The Last Of Us Part II.
Console/PC, Design

Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!  
by Staff [06.15.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Design, Recruitment

Blog: Chess + Rogue = Chogue - some notes on hybrid game design  
by Gamasutra Community [06.15.18]
An introduction to Pippin Barr and Jonathan Lessard's chess-Rogue mash-up called Chogue, and the specific exploration of game design space its hybrid nature facilitates.
Design

Blog: Finding the magic in VR-centric design 1
by Gamasutra Community [06.15.18]
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.
VR, Design

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Indie, Design, Video

Avalanche EP: livestreaming 'can't not' influence game development now  
by Bryant Francis [06.14.18]
One of the executive producers on Just Cause 4 explains how streaming has changed the studio's approach to game development.
Console/PC, Design, Production, E3

Sekiro: Shadows Die Twice will play much differently than Bloodborne  
by Emma Kidwell [06.14.18]
Sekiro: Shadows Die Twice director Hidetaka Miyazaki discusses how the upcoming FromSoftware title will differ from Bloodborne.
Console/PC, Design

Blog: Windows aesthetics for a speculative sex game 1
by Gamasutra Community [06.14.18]
An essay about the influence of visual aesthetics on design decisions in a game about a future in which we have erotic relationships with our software rather than people.
Design, Production

Nintendo boss says loot boxes have 'gotten a bit of a bad rap' 5
by Chris Kerr [06.14.18]
Nintendo of America boss Reggie Fils-Amie has thrown his two cents into the loot box debate, and says the polarizing monetization model has "gotten a bit of a bad rap."
Design, Business/Marketing

How Captain Spirit is helping Dontnod prep for Life is Strange 2 1
by Bryant Francis [06.14.18]
"Captain Spirit lets us prepare ourselves to completely launch a new game," says Dontnod's Raoul Barbet. "It allows us to train ourselves to design with those new ways of thinking and interaction."
Console/PC, Design, E3

Cyberpunk dev: QA can absolutely help your team prevent offensive moments 14
by Bryant Francis [06.13.18]
If you're trying to keep hateful moments from showing up in your game, your QA team may helpful in flagging them before they ship, says one quest designer from CD Projekt Red.
Console/PC, Design, E3

Video: How Move or Die continued to gain players after launch  
by Staff [06.13.18]
In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die.
Indie, Design, Video

Get a job: Skydance Interactive is hiring a Systems Designer  
by Staff [06.13.18]
Skydance Interactive is seeking a skilled and enthusiastic Systems Designer to work on a The Walking Dead VR title.
VR, Console/PC, Design, Recruitment

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production

Come out to XRDC and get expert advice on designing games for VR arcades!  
by Staff [06.13.18]
It promises to be fascinating, especially if you're interested in the end-to-end pipeline of doing business with and optimizing games for VR arcades, so don't miss it at XRDC in October!
VR, Design, Business/Marketing

Blog: Making our first indie game  
by Gamasutra Community [06.13.18]
Here's a quick retrospective on what developing my first indie game was like here a year after finishing University.
Design

Video: Building the coop-friendly levels of Dead Space 3  
by Staff [06.12.18]
At GDC 2013, (now former) Visceral Games dev Seth Marinello explains how the team built Dead Space 3's levels and encounters to work for both one and two players in drop-in/drop-out cooperative play.
Console/PC, Design, Video, Vault

Don't Miss: How Nintendo designed the inviting mini-world of Animal Crossing 4
by Staff [06.12.18]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Console/PC, Design

Blog: Game design beyond screens and joysticks - Part 3  
by Gamasutra Community [06.12.18]
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