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Updates » Design
Blog: The design is the implementation  
by Gamasutra Community [08.15.18]
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
Design

How Neopets has influenced a generation of game developers  
by Emma Kidwell [08.15.18]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Console/PC, Indie, Art, Design

Don't Miss: Building the new PvE features in World of Warcraft: Battle for Azeroth 6
by Bryant Francis [08.14.18]
With the latest expansion now released to the world, take a look back at this 2017 chat about how the expansion aims to help World of Warcraft create new co-operative experiences.
Console/PC, Social/Online, Design

Reminder: Thursday is your last day to pitch Main Conference talks for GDC 2019!  
by Staff [08.14.18]
Heads up, game makers: The last day to pitch talks for the 2019 Game Developers Conference is this Thursday, August 16th -- so get your submissions in now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Come to XRDC and see how VR racer Sprint Vector became an eSport!  
by Staff [08.14.18]
At XRDC in October, Survios senior game designer Andrew Abedian reveals the grassroots evolution of their early speed-running prototype into a pioneer multiplayer title in VR eSports!
VR, Design, Business/Marketing

Blog: The dangers of the echo chamber effect on game development 2
by Gamasutra Community [08.14.18]
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Design, Production

Blog: Design principles as applied to virtual reality 4
by Gamasutra Community [08.14.18]
Freelance level designer Seth Eden discusses several design principles and looks at how they do or don't apply to virtual reality.
VR, Design

Blog: Understanding the relationship between exploration and discovery  
by Gamasutra Community [08.14.18]
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.
Design

'Fundamentally we were building an MMO': Designing The Walking Dead AR game  
by Alan Bradley [08.14.18]
The developers of the new augmented reality game The Walking Dead: Our World open up about their experiences designing and building on the cutting edge of AR tech.
VR, Smartphone/Tablet, Design

Video: How Brendan 'PlayerUnknown' Greene went from mod maker to creative director  
by Staff [08.13.18]
In this GDC 2018 talk, PlayerUnknown's Battlegrounds' Brendan Greene shares his history in games, mod making, and the path he took to become creative director at PUBG Corp.
Console/PC, Design, Production, Video

Exploring PICO-8 and what makes a design space 'cozy'  
by Alissa McAloon [08.13.18]
“Something that a cozy design space is not, or is fighting against, is decision fatigue." PICO-8 creator Joseph White outlines the goals of his fantasy console at Practice 2018.
Console/PC, Design, Video

Don't Miss: Heartache and compassion in Undertale 1
by Joel Couture [08.13.18]
This excerpt from Gamasutra contributor Joel Couture's eBook, Fallen Down: Heartache and Compassion in Undertale explores designer/composer Toby Fox's unique approach to character design.
Console/PC, Indie, Design

How Baldi's Basics taps into the real horror of '90s edutainment  
by Joel Couture [08.13.18]
Developer Micah McGonigal talks about the design and development of his edutainment horror game Baldi's Basics, in the process reminding us how weird and messed up old edutainment games could be.
Indie, Design

Video Game Deep Cuts: We, Happy To Take The Magic Leap  
by Gamasutra Staff [08.13.18]
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Salt and Sanctuary devs explain how XNA shaped their game-making ways  
by Bryant Francis [08.10.18]
We talked to the makers of Salt and Sanctuary about how XNA game development has shaped their game dev careers.
Console/PC, Design, Video

Video: How different mediums influence storytelling  
by Staff [08.10.18]
In this GDC 2013 session, Schell Games' Jesse Schell examines the history of how different mediums have shaped and re-shaped storytelling.
Console/PC, Design, Video

Don't Miss: 'Make me think, make me move': Doom's deceptively simple design 11
by Staff [08.10.18]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

We're talking to the duo behind Salt and Sanctuary at 3PM EDT  
by Bryant Francis [08.10.18]
We're talking to the two-person dev team behind Salt and Sanctuary at 3PM EDT!
Console/PC, Design, Video

Adaptive gameplay aesthetics part 1: A disruptive game design framework 1
by Gamasutra Community [08.10.18]
I wanted to provide a disruptive game design framework based on shape language and traditional composition for heightening physical empathy. Here's how I did it.
Design, Production

Q&A: What devs should know about making games for Magic Leap  
by Alex Wawro [08.10.18]
Aleissia Laidacker, Brian Schwab, Jeremy Vanhoozer and other longtime game devs who now work at Magic Leap share their advice for devs interested in making mixed-reality games for Magic Leap One.
VR, Design, Business/Marketing