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September 22, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Updates » Design
Devs, pitch your great and clever Design talks for GDC 2019!  
by Staff [08.08.18]
If you've been sitting on a great idea for a talk on game design at Game Developers Conference 2019, organizers want to hear it -- before next Thursday, August 16th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Working with the Bezier curve in games with Unity  
by Gamasutra Community [08.08.18]
The main objective of this blog post is to give you a basic idea about how to work with Bezier curve in games made using Unity.
Programming, Design

Blog: How to make a Discord RPG - Part 1 1
by Gamasutra Community [08.08.18]
The first in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system.
Design, Production

Inside Magic Leap: How it works and what it means for game devs 10
by Alex Wawro [08.08.18]
Gamasutra returns from interviewing Magic Leap founder Rony Abovitz at the company's HQ to talk about how the much-hyped headset works and what it means for developers.
VR, Design, Business/Marketing

Video: Character development in Uncharted's open-world areas  
by Staff [08.07.18]
Naughty Dog's Josh Scherr provides an overview of Naughty Dog's story development techniques, followed by a detailed look at the writing process for Uncharted: The Lost Legacy's open-world area.
Console/PC, Design, Video

How co-op was introduced in Captain Toad: Treasure Tracker  
by Emma Kidwell [08.07.18]
In an interview with Polygon, Captain Toad: Treasure Tracker game director Shinya Hiratake discusses how Super Mario Odyssey influenced the decision to bring co-op to the Switch port.  
Console/PC, Design

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Staff [08.07.18]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Social/Online, Indie, Design

Blog: Designing the waypoint system in Dead Body Falls  
by Gamasutra Community [08.07.18]
A look at the waypoint system used in the story-driven virtual reality title, Dead Body Falls.
Programming, Design

Study how top car companies are using XR in cool new ways at XRDC!  
by Staff [08.07.18]
At XRDC this October ZeroLight tech director Chris O'Connor will show you how the firm's big clients have incorporated mixed-reality tech, including BMW, Porsche, Toyota, Nissan, Audi and Pagani.
VR, Design

Get a job: Crystal Dynamics is hiring an External Lead Designer  
by Staff [08.06.18]
Tomb Raider dev Crystal Dynamics is looking for an experienced designer to join its team in Redwood City, California.
Design, Recruitment

Opinion: Battle for Azeroth and the death of nuance 6
by Katherine Cross [08.06.18]
Gamasutra contributor Katherine Cross examines World of Warcraft's latest expansion, Battle for Azeroth, and how it may have been too quick to set fire to one of its few truly unique ideas.
Console/PC, Social/Online, Design

Blog: How to create amazing effects with animation curves in Unity
by Gamasutra Community [08.06.18]
The main objective of this blog post is to show you some simple ways to create cool and simple animations using animation curve in the script easily.
Programming, Design

Here's how the furry denizens of Animal Crossing read player mail 1
by Chris Kerr [08.06.18]
Security researcher James Chambers, who's spent plenty of time digging into the inner-workings of the franchise, has explained exactly how the animals parse letters written by players. 
Programming, Design

Blog: Diegesis and designing for immersion 1
by Gamasutra Community [08.06.18]
A deep dive analysis of how diegesis is used in the gaming medium and how it may be used to create immersion and meaningful connections between the player and the characters.
Design

Video Game Deep Cuts: It's VGDC Issue #100!  
by Gamasutra Staff [08.06.18]
This week's longform article & video highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the Narcosis devs explain how they sold their unusual game  
by Bryant Francis [08.03.18]
We talked to the developers of Narcosis about their experience making and selling a niche horror game.
Console/PC, Design, Video

Video: How Ubisoft reinvented Rayman  
by Staff [08.03.18]
In this GDC 2013 talk Anais Dusautois and Christophe Villez (animators on Rayman Origins and Rayman Legends) walk through the process of reinventing a classic franchise for modern audiences.
Console/PC, Art, Design, Video, Vault

Don't Miss: What can game designers learn from watching Evo matches? 5
by Patrick Miller [08.03.18]
Patrick Miller takes a look at matches from Evo 2015 to give designers examples of what they can learn from watching competitive fighting game events.
Console/PC, Social/Online, Design

We're talking to the devs behind Narcosis at 3PM EDT  
by Bryant Francis [08.03.18]
We're going live with the developers of Narcosis at 3PM EDT. Come chat with us!
Console/PC, Design, Video

Blog: What men and women consider hardcore gaming are not the same 1
by Gamasutra Community [08.03.18]
Motivation differences between men and women who identify as "hardcore gamers". This is based on our dataset from over 350,000 players.
Design