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January 28, 2020
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Updates » Design
Don't Miss: Building interesting emergence in Dying Light 2 2
by Staff [01.28.20]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Console/PC, Social/Online, Design

Video: What a decade with Thoreau can teach you about game design  
by Staff [01.28.20]
In this 2019 GDC talk, designer Tracy Fullerton discusses the design challenges of translating Henry David Thoreau's classic work Walden into a game and shares what game devs can learn from Thoreau.
Indie, Design, Video, Vault

The State Of Game Discoverability: January 2020 1
by Simon Carless [01.28.20]
Following my other recent pieces, I have a whole bunch of follow-ups and interesting links for this article which help define the state of game discoverability in January 2020.
Console/PC, Indie, Design, Business/Marketing

Q&A: How Steam co-op hit GTFO chooses depth over breadth in game design  
by John Harris [01.28.20]
"Our philosophy was that we’d rather be one of few ducks in a small pond, than being one of many ducks--and probably a comparatively small one--in a big pond," says 10 Chambers Collective co-founder Simon Viklund.
Console/PC, Indie, Design, Video

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Breaking down the scenography of Kentucky Route Zero  
by Staff [01.27.20]
Kentucky Route Zero developer Tamas Kemenczy breaks down the game's artistic inspiration.
Console/PC, Indie, Art, Design

Blog: Organizing your emotions when designing a game system  
by Gamasutra Community [01.27.20]
How to organize and direct your thoughts and feelings from a narrative and cognitive perspective in the design of an engaging and dynamic game system.
Design, Production

Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Gamasutra Staff [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How a ragtag band of modders restored Star Wars KOTOR II 9
by Bryant Francis [01.24.20]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive science and the scientific method to make your game enjoyable and engaging in the long term.
Console/PC, Design, Video, Vault

Hero bans work for some games but aren't a fit for Overwatch, argues Jeff Kaplan  
by Alissa McAloon [01.24.20]
"Sometimes the right design decision for one game, is a terrible decision for another game – even if the two games are very similar."
Console/PC, Social/Online, Design

Blog: Understanding the 4X genre through an RPG lens 1
by Chris Kerr [01.24.20]
Why Not Games programmer and designer Nikhil Murthy analyses the role-playing of 4X games.
Design

Blog: Fixing random encounters with area tracking 6
by Gamasutra Community [01.24.20]
Taking a look at the classic RPG mechanic of random encounters and how we can turn the often scorned mechanic into a beloved part of any exploration game.
Programming, Design

A fleet of Arwings were just spawned in vanilla Ocarina of Time for the first time ever 1
by Chris Kerr [01.24.20]
In an apparent world first, a speedrunner has managed to spawn a fleet of Arwings in the vanilla version of The Legend of Zelda: Ocarina of Time without using a cheat device.
Console/PC, Programming, Design

Blog: Choosing the best compression mode for your addressable groups 2
by Gamasutra Community [01.24.20]
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost.
Programming, Design

Don't Miss: A deep dive into how Nex Machina creates and maintains tension 2
by Staff [01.23.20]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge'."
Indie, Programming, Design, Production

Blog: Designing fun movement in games (with video) 1
by Gamasutra Community [01.23.20]
Movement systems in games are often taken for granted, but they can often make or break your game. So, what makes a system good, and how can you design great movement yourself? Let's find out.
Design

Rebuilding the mech experience with MechWarrior 5: Mercenaries  
by Bryant Francis [01.23.20]
Piranha Games CEO Russ Bullock discusses the design decisions that helped resurrect the MechWarrior franchise with MechWarrior 5: Mercenaries.
Console/PC, Design

No plans for a full Source 2 SDK, and other tidbits from Valve's Half-Life: Alyx AMA  
by Alissa McAloon [01.22.20]
A handful of Valve devs working on the upcoming VR game Half-Life: Alyx took to Reddit today to field community questions, offering some information fellow developers may find interesting in the process.
VR, Console/PC, Design

Don't Miss: Deconstructing the success of The Witcher 3's open world 6
by Staff [01.22.20]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design