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September 24, 2018
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    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
XRDC speaker Q&A: Charles Yust on the potential of interactive AR exhibits  
by Bryant Francis [09.24.18]
Charles Yust, principal design technologist at frog, gives a preview of his upcoming XRDC talk about the power of interactive AR exhibits in museums.
VR, Console/PC, Design

Meet the pioneering Japanese indie behind La-Mulana  
by Alex Wiltshire [09.24.18]
"We’ve created this with the belief that while times and trends may change, there are always going to be players who want games with real challenge to them," says La-Mulana 2 director Takumi Naramura.
Indie, Design

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption  
by Gamasutra Staff [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Designing Titans, the 'moving' levels in God of War III
by Staff [09.21.18]
In this classic GDC 2012 talk, Sony Santa Monica's Chris O'Neill and Bruno Velazquez share the development story of making God of War III's Titans from elevator pitch to completion.
Console/PC, Design, Video

Don't Miss: Exploring the rise and appeal of Roguelikes 25
by Staff [09.21.18]
In this 2014 feature, Gamasutra speaks to a number of game devs to explore the appeal of Roguelikes, both for players and developers.
Indie, Design

Blog: The interplay between order and chaos in games  
by Gamasutra Community [09.21.18]
Game designer and engineer John Nelson Rose takes a look at games from the dual processes of bringing order and wreaking chaos.
Design, Production

Blog: How Ragna Cycle turned into All-Star Troopers  
by Gamasutra Community [09.21.18]
A look into how Norsfell's latest mobile game, All-Star Troopers, started out as a very different project called Ragna Cycle.
Design, Production

Inside the Awesomenauts matchmaking algorithm 9
by Gamasutra Community [09.21.18]
Joost van Dongen, lead programmer and co-founder at Ronimo Games, addresses the question at the core of online matchmaking: who should play with whom?
Console/PC, Indie, Programming, Design

Blog: A tale of two bugs 1
by Gamasutra Community [09.21.18]
Games industry veteran Niklas Grey gives a detailed account of hunting down two bugs in The Machinery alpha.
Programming, Design, Production

Video: Game design lessons worth learning from collectible card games  
by Staff [09.20.18]
At GDC 2011 game designer Skaff Elias (who worked on a number of Magic card sets) offers insight on how you might apply the best practices of CCG design to your own games, be they physical or digital.
Console/PC, Indie, Design, Video

Don't Miss: 7 combat systems that every game designer should study 32
by Staff [09.20.18]
We reached out to several designers for their take on the games that introduced truly memorable innovations to hand-to-hand combat systems.
Console/PC, Design

Political extremism and gunplay meet in The Church in the Darkness 2
by Katherine Cross [09.20.18]
Columnist Katherine Cross examines the upcoming The Church in the Darkness, a game that confronts the complicated themes surrounding political extremism.
Console/PC, Indie, Design

Blog: Realism and legibility in open-world level design  
by Gamasutra Community [09.20.18]
The design underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility.
Design

How Exapunks dev Zachtronics finds the fun in hacking 2
by Richard Moss [09.20.18]
"I'm kind of uninterested in the kind of hacking games where you just connect to stuff," says Zachtronics' Zach Barth. "I kind of think that hacking, maybe, is just like entirely about being cool."
Indie, Design

Video: Lessons learned from trying to gamify death  
by Staff [09.19.18]
At GDC 2012, game dev Margaret Robertson explains how UK studio Hide&Seek was asked to make a documentary game about the discovery of a corpse in a busy London block of flats -- and what they learned.
Console/PC, Indie, Serious, Design, Video, Vault

Don't Miss: Larian's lessons learned making Divinity: Original Sin 3
by Staff [09.19.18]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing

XRDC speaker Q&A: Kyle Vaidyanathan on designing interactions in VR  
by Staff [09.19.18]
XRDC panelist Kyle Vaidyanathan shares some thoughts on the future of VR in advance of next month's show.
VR, Console/PC, Design

IGF 2019 Inspirations: 2016 Audience Award winner Undertale!  
by Staff [09.19.18]
Don't forget, entries for all IGF award categories are being accepted through October 1! To help inspire you, today we'd like to highlight another past IGF winner: Toby Fox's charming Undertale!
Indie, Design

Under the Sea: A look at Beyond Blue and In Other Waters  
by Katherine Cross [09.19.18]
In the wake of the video game world being rocked by a squall over a puddle it seems fitting to, instead, think about how more substantial bodies of water are being portrayed in forthcoming games.
Console/PC, Design

Blog: Kliuless? Gaming Industry ICYMI #3 1
by Gamasutra Community [09.19.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week.
Design, Business/Marketing