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September 24, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
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

Video: How audio and movement were synced in Sunset Overdrive  
by Staff [08.09.18]
Kristen Quebe and Bryan Higa discuss the customizable movement system created for Sunset Overdrive, and how an audio system was developed to match the many different kinds of movement in the game.
Console/PC, Art, Design, Video

Don't Miss: The making of the original Harvest Moon for SNES 5
by Staff [08.09.18]
Take a look back at this 2012 talk from Yasuhiro Wada where he discusses the development of the original Harvest Moon for the Super Nintendo, which released on this day in 1996.
Console/PC, Design, Production

Blog: Evolving classic RTS interactions for VR - Part 1  
by Gamasutra Community [08.09.18]
Here's how we sought to evolve the real-time strategy genre for virtual reality, while ditching our preconceptions along the way.
Design

Learn about building AR assistants for the blind at XRDC in October!  
by Staff [08.09.18]
Two CalTech experts will be at XRDC in October to present their cognitive assistant for blind persons, which is built on Microsoft's HoloLens augmented reality platform.
VR, Design, Business/Marketing

Shadow of the Tomb Raider will let players mix and match difficulty options 1
by Chris Kerr [08.09.18]
Shadow of the Tomb Raider is taking a unique approach to accessibility and difficulty by giving players the power to independently adjust the difficultly of puzzles, traversal, and combat. 
Console/PC, Design

Blog: How to create isometric games like Clash of Clans  
by Gamasutra Community [08.09.18]
Years ago, when there was no support for 3D elements, it was quite hard to develop fully 3D games. But a solution was found, and thus we saw the emergence of isometric titles.
Design

Blog: How to make a Discord RPG - Part 2  
by Gamasutra Community [08.09.18]
The second part of this blog series covers in more depth the design of the combat and exploration systems, as well as onboarding new players and Discord channel structure.
Programming, Design

Building the monstrous transforming puzzle heads of GNOG  
by Joel Couture [08.09.18]
Fresh off its PC debut, Gnog lead designer and artist Sam Boucher reveals how the game was originally conceived, and how the team went about designing each of its charmingly grotesque puzzle faces.
Indie, Art, Design, Video

The Trese Brothers explain the no-IAP model that's driven Star Traders  
by Bryant Francis [08.08.18]
We dove into the art and business of making Star Traders: Frontiers with the Trese brothers over on our Twitch channel.
Console/PC, Design, Business/Marketing, Video

Weekly Jobs Roundup: Crystal Dynamics, Sucker Punch, and more are hiring now!  
by Staff [08.08.18]
Studios are looking to hire designers, artists, producers, engineers, writers, and more right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment