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March 28, 2020
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Updates » Design
UK's top mental health nurse wants crack down on loot boxes 3
by Chris Kerr [01.21.20]
NHS mental health director Claire Murdoch claims the controversial monetisation method "sets kids up for addition" by effectively teaching them to gamble at a young age.
Design, Business/Marketing

Court overturns $10.1 million verdict against Nintendo in Wii Remote lawsuit  
by Chris Kerr [01.21.20]
A federal court in Dallas has overturned a jury verdict against Nintendo that ordered the company to pay $10.1 million to iLife Technology for allegedly violating its motion tracking patents.
Console/PC, Design, Business/Marketing

Q&A: Evolving the combat design of id Software's Doom Eternal  
by Bryant Francis [01.21.20]
id Software game director Hugo Martin explains the design principles that have guided the evolution of Doom Eternal's design and combat.
Console/PC, Design

Wherever you are in your game design career, come advance it at GDC!  
by Staff [01.20.20]
Are you a game designer interested in attending GDC 2020 this March? Don't miss these opportunities to attend sessions from industry experts and learn tips and techniques relevant to your needs!
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Blog: How to keep adding content without hitting a limit 2
by Gamasutra Community [01.20.20]
More content would be a great fit for my game, I thought. But I paid the price for my ignorance in proper Unity Memory Management.
Design, Production

Get a job: Be a Principal Writer at Deep Silver Volition  
by Staff [01.17.20]
The Champaign, Illinois studio seeks a candidate adept at writing and storytelling for AAA open-world action games, while also being able to direct, inspire, and mentor writers and other devs.
Console/PC, Design, GDC

Don't Miss: Making Horizon Zero Dawn's Machines feel like living creatures 4
by Willie Clark [01.17.20]
Horizon Zero Dawn's Machines are clearly automatons, with their inner workings plainly visible. But they also exhibit unmistakable animal-like behavior and movements. Learn how in this classic chat!
Console/PC, Design

Video Game Deep Cuts: 2020's Most Exciting, 1983's Most Breakout Games  
by Gamasutra Staff [01.17.20]
The latest highlights include a look at 2020's most anticipated PC games, 1983's 'breakout' game (fine, it's a book excerpt from a 1983 tome about Breakout!), plus looks at Android: Netrunner & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The top 7 reasons women quit game development
by Pixelles [01.17.20]
Game development-focused feminist non-profit Pixelles highlights problem areas--and solutions--in retaining women within game development studios.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Staff [01.16.20]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design

Hideo Kojima will reveal his Death Stranding design philosophy at GDC 2020!  
by Staff [01.16.20]
Kojima Productions won widespread acclaim for its debut game Death Stranding, and today we're excited to announce that studio founder Hideo Kojima will be at GDC 2020 to deconstruct its design!
Console/PC, Design, GDC

Blog: Resources for video game music composers - The big list 2020  
by Gamasutra Community [01.16.20]
Game composer Winifred Phillips presents a collection of resources for game composers and game audio pros, including links to game audio communities, conferences, academia, and software resources.
Audio, Design

Designing the mind-bending perspective puzzles of Superliminal 1
by Bryant Francis [01.16.20]
Superliminal lead designer Albert Shih breaks down the logic behind the game's perspective-driven scaling mechanic and its unique puzzles.
Console/PC, Design, Video

Blog: How monster design influences player behavior and level design  
by Gamasutra Community [01.15.20]
Former DICE level designer Emil Glans' look at how monster design influences player behavior and level design.
Design

Don't Miss: How Monster Hunter: World's director breathed new life into the series 1
by Alan Bradley [01.15.20]
"The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

Attend GDC and learn how Outer Wilds nailed curiosity-driven game design  
by Staff [01.15.20]
In a GDC 2020 talk co-creative leads Alex Beachum and Loan Verneau will dig into the meta design of Outer Wilds, from early 2D prototypes to the final structure of the game's overarching mystery!
Indie, Design, GDC

Blog: A conversational Touring Karts postmortem  
by Gamasutra Community [01.15.20]
In this article, Ivanovich Games chief exec Ivan Cascales explains the key facts and circumstances that led to the creation of Touring Karts, and the challenges faced during production.
VR, Design, Production

Designing user interfaces for visually impaired players 1
by Tom Gantzer [01.15.20]
A collection of thoughts, discoveries and considerations while designing user interfaces for visually impaired gamers.
Programming, Design

Video: Developing asymmetrical multiplayer horror game Dead by Daylight  
by Staff [01.14.20]
In this 2018 GDC session Behaviour Interactive’s Dave Richard shares the story behind developing Dead by Daylight, a popular 2016 asymmetrical survival horror game about avoiding a terrifying killer.
Social/Online, Indie, Design, Video, Vault

Don't Miss: The aggressive resource management of Doom Eternal 4
by Kris Graft [01.14.20]
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