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July 9, 2020
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Updates » Design
Blog: The production data and tools I used to develop Hang Line 4
by Gamasutra Community [04.21.20]
I the third part of my Hang Line postmortem, I offer a complete project breakdown that covers budget, timeline, production data, tools and plugins used.
Design, Production

Don't Miss: A look at choice overload in games, and how to avoid it 10
by Staff [04.20.20]
It's easy to overwhelm players with too much choice. In this post game user researcher Bob Tilford discusses the literature of excess choice and how it relates to game design.
Design

Video Game Deep Cuts: Chex Quest... Chex Out?  
by Gamasutra Staff [04.19.20]
The latest picks for the top writing, video & news of the week include a great Outer Worlds doc, the return of Chex Quest, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Doing an HD remake the right way: Chrono Trigger edition 16
by Gamasutra Community [04.16.20]
"The Chrono Trigger 'HD re-make' has all the same problems as FFV and FFVI," writes longtime game dev Lars Doucet in this in-depth blog post on remastering games faithfully. "Let's talk about it."
Console/PC, Art, Design, Production

Don't Miss: The afterimage of Final Fantasy VII 17
by Christian Nutt [04.15.20]
In the wake of the HD remake's release, now's a good time to look back on this recent reflection about what lessons the original, decades-old Final Fantasy VII holds for modern game devs.
Console/PC, Design

Design notes from the making of Treachery in Beatdown City 1
by Bryant Francis [04.15.20]
Treachery in Beatdown City's lead developer breaks down a different way to do retro-themed games for your benfit.
Console/PC, Design

Video: Understanding the rules of Baba Is You  
by Staff [04.14.20]
In this GDC 2020 virtual talk Arvi Teikari, developer of the innovative and award-winning puzzle game Baba Is You, describes how the game's unique sentence-based rule system was implemented.
Indie, Programming, Design, Video, Vault

Don't Miss: Firaxis Games' classic postmortem of XCOM: Enemy Unknown 4
by Staff [04.14.20]
After this week's surprise announcement of XCOM: Chimera Squad, reflect back on this classic postmortem of XCOM: Enemy Unknown, Firaxis Games' X-COM reimagining which launched a new franchise.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History

Get a job: Join Skyhook Games as a Game Designer  
by Staff [04.14.20]
You will work closely with all disciplines within the studio, taking responsibility for the creation and implementation of gameplay levels, designed within the boundaries of the games real world setting and mechanics.
Design, Recruitment

Blog: The making of Warcraft II 1
by David Craddock [04.14.20]
Fresh off of WarCraft, Blizzard Entertainment's developers sought to prove their success wasn't a fluke, and designed one of the most influential and critically acclaimed strategy titles of all time.
Console/PC, Programming, Art, Audio, Design, Production

Roundtable: The unique allure of Animal Crossing: New Horizons 1
by Bryant Francis [04.14.20]
The Gamasutra editorial team weighs in on why Animal Crossing: New Horizons has won over so many fans in this turbulent era.
Console/PC, Design

Don't Miss: 7 twin-stick shooters that game developers should study 3
by Staff [04.13.20]
It was an arcade mainstay in the early 1980s, and devs are still finding ways to work fresh twists on its simple, endlessly compelling formula. Here are seven instructive examples of the genre.
Console/PC, Design

Blog: Inside the development of The Riftbreaker's AI system 1
by Gamasutra Community [04.13.20]
In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some unexpected twists and turns!
Indie, Programming, Design

The five deadly sins of game attractiveness 1
by Simon Careless [04.13.20]
Here are the top five 'sins' that I see from many of today’s indie games. Each of these sins negatively affects your game’s attractiveness and therefore saleability to game publishers and the public.
Design

Video Game Deep Cuts: The Animal Crossing Minutes 1
by Gamasutra Staff [04.12.20]
The latest Video Game Deep Cuts roundup of the best writing & videos includes Disaster Report 4, Animal Crossing shenanigans, Mount & Blade II, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Staff [04.10.20]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Design

Deep Dive: The subtle art of building tension in Yes, Your Grace  
by Brave At Night [04.10.20]
Yes, Your Grace developer Brave At Night discusses what went into designing one of the most important, tense moments of the game with limited resources.
Console/PC, Programming, Design, Production, Business/Marketing

Get a job: Control dev Remedy Entertainment is hiring a Sr. UX Designer  
by Staff [04.09.20]
As a Senior UX Designer for Vanguard you will work in close collaboration with multiple teams to ensure the best player experience for our players and also help to establish company-wide UX practices and methodologies.
Design, Recruitment

Don't Miss: Designing and structuring great boss battles 30
by Mike Stout [04.09.20]
In this timeless feature, designer Mike Stout breaks down the boss battle into 8 different beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis.
Design

Video: A postmortem look at the making of A Short Hike  
by Staff [04.09.20]
In this 2020 GDC virtual talk game maker Adam Robinson-Yu talks about how he decided to put a major project on the back burner in favor of a new prototype, which ultimately became A Short Hike.
Indie, Design, Production, Video, Vault