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July 19, 2019
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Updates » Design
How Satisfactory's network optimizations keep multiplayer factories humming along 1
by Gamasutra Community [07.19.19]
Coffee Stain Studios' Gafgar Davallius reveals how Satisfactory is optimized for multiplayer while "handling a base with over 2000 conveyors, transporting thousands upon thousands of items."
Console/PC, Social/Online, Programming, Design

Don't Miss: Making Insomniac's Spider-Man do what a spider can 2
by Staff [07.18.19]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Get a job: Disruptor Beam is hiring a Senior Game Designer  
by Staff [07.18.19]
As a Senior Game Designer, you will work with a team of producers, designers, engineers, product managers and marketers to lead the creation of world-class free-to-play mobile games.
Smartphone/Tablet, Design, Recruitment

Video: Letting Go - The Florence postmortem  
by Staff [07.18.19]
In this 2019 GDC session, Mountains' Ken Wong discusses the journey of designing the studio's hit debut game Florence, a poignant look at the ups and downs of relationships.
Smartphone/Tablet, Indie, Design, Production, Video, Vault

Please welcome 6 new members to the Advisory Board for GDC 2020!  
by Staff [07.18.19]
Game industry experts Kimberly Voll, M.E. Chung, Grant Shonkwiler, Elan Ruskin, Sean Vanaman, and Eve Crevoshay join the illustrious GDC Advisory Board to help make GDC 2020 the best show yet!
Console/PC, Serious, Programming, Design, Production, GDC

Blog: Turning my grandmother's childhood memories into a game  
by Gamasutra Community [07.18.19]
Recording a loved ones' memories for use as in-game audio is not as straight-forward as it might sound. In this article, I look into the challenges I faced when doing so.
Audio, Design, Production

Don't Miss: A postmortem of Fatshark's Warhammer: End Times - Vermintide 4
by Martin Wahlund [07.17.19]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production

Blog: Finding the fun in monetizing Archero - Part 3  
by Gamasutra Community [07.17.19]
Welcome to part three of my look into Archero! This time we’ll focus on the monetization aspect of the game and how it doesn’t intrude on the fun.
Design, Business/Marketing

VR training for the workplace works -- see how firsthand at XRDC!  
by Staff [07.17.19]
Hilton and the Sweetrush design firm won top honors for their innovative and effective use of virtual reality as a training tool, and at XRDC this October they're going to show you how they did it!
VR, Design, XRDC

Blog: How music enhances virtual presence - Part 1  
by Gamasutra Community [07.17.19]
In the first of a four part series, video game composer Winifred Phillips shares ideas from her GDC 2019 talk, 'How Music Enhances Virtual Presence.'
Audio, Design

Blog: Crowdfunding and tabletop games - A 2019 mid-year update  
by Gamasutra Community [07.17.19]
ICO Partners' very own Thomas Bidaux looks at the state of board games on Kickstarter in the first half of 2019.
Design, Business/Marketing

Q&A: Designing for deception in Werewolf-inspired Project Winter  
by John Harris [07.17.19]
There are a lot of survival games out there these days, but none that are quite like Other Ocean's Project Winter. We speak with Other Ocean to dig into this Werewolf-inspired multiplayer game of deception.
Console/PC, Design

Don't Miss: 20 difficult games worth revisiting and learning from  
by Staff [07.16.19]
In this classic feature 20 games with intriguing, influential, or otherwise notable difficulty systems are profiled to help game devs broaden their perspective on difficulty and learn some new tricks!
Console/PC, Indie, Design

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [07.16.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2020 opens call for 'Core Concepts' submissions!  
by Staff [07.16.19]
Are you doing great work in game dev? Answer the GDC 2020 call for submissions to present lectures, panels & roundtables in the rebranded 'Core' line of talks, now open through Thursday, August 15th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The secrets of dynamic difficulty adjustment 4
by Gamasutra Community [07.16.19]
Have you ever played a game that punished you for doing well, or went easy on you when you struggled? That's an example of Dynamic Difficulty Adjustment gone wrong.
Design

The aggressive resource management of Doom Eternal 3
by Kris Graft [07.16.19]
The upcoming Doom Eternal is including new designs meant to enhance the outstanding foundation laid down by Doom 2016. We talked to id Software's Hugo Martin and Marty Stratton.
Console/PC, Design

Video: Improving game dev tool design through editor triage  
by Staff [07.15.19]
In this 2017 GDC talk, tools designer Robin-Yann Storm discusses multiple approaches for tool and editor triage, intended for immediate application in a game development environment.
Console/PC, Indie, Design, Production, Video, Vault

Respawn will deal with Apex Legends cheaters by making them fight each other 3
by Chris Kerr [07.15.19]
Apex Legends developer Respawn is looking to deter cheating by forcing those who break the rules to play together.
Console/PC, Design, Business/Marketing

Fashion in games: Why it matters 4
by Victoria Tran [07.15.19]
Fashion in games is one of the most downplayed parts of the medium, yet it provides a sense of immersion, comfort and identity in their characters while simultaneously empowering gamers of all kinds.
Design