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October 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Design
Don't Miss: Disturbing players with unsettling camerawork in Paratopic  
by Staff [08.23.18]
Paratopic devs Doc Bufford, Jess Harvey, and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design

Weekly Jobs Roundup: Square Enix, Defiant Studios, and more are hiring now!  
by Staff [08.23.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Programming, Design, Recruitment

The meticulous process of fine-tuning the God of War series' very first boat 1
by Alissa McAloon [08.23.18]
Bringing a boat to the God of War series required over 600 animations and no small amount of mechanical tuning from developers to make the inclusion feel just right.
Console/PC, Design

Learn to design AR experiences for unpredictable spaces at XRDC  
by Staff [08.23.18]
At XRDC in October, Google's Alesha Unpingco aims to equip you with design techniques you can use when creating augmented reality content that reacts and adapts to different environment sizes!
Smartphone/Tablet, Design

Marketing Chasm effectively in this, a month of Metroidvanias  
by Carli Velocci [08.23.18]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Indie, Design

Blog: Ideas and dynamic conversation in Heaven's Vault 1
by Gamasutra Community [08.23.18]
Heaven's Vault uses a knowledge model to track player activity and offer valid actions and dialogue. But it's also letting us give our characters' something else: a train of thought.
Design, Production

Video: How to foster diversity in games
by Staff [08.22.18]
In this GDC 2018 talk, developers discuss their unique perspectives, struggles, and available tools as they work to improve diversity in games.
Console/PC, Design, Video

How Not Tonight went from workplace sim to twisted Brexit vision 1
by Bryant Francis [08.22.18]
We talked to the lead developer of Not Tonight to discuss how workplace simulators make a strong foundation for different types of games.
Console/PC, Design, Video

Developing GoldenEye 007 when the technology didn't exist 5
by Emma Kidwell [08.22.18]
In an oral history published by MEL Magazine, several members from the development team behind GoldenEye 007 discuss the unique challenges that came with designing for the Nintendo 64. 
Console/PC, Design, Production

EVE Online players further scientific research using pattern-matching minigame  
by Chris Kerr [08.22.18]
EVE Online players taking part in developer CCP Games' 'Citizen Science' project have helped scientists broaden their understanding of protein patterns within human cells.
Console/PC, Programming, Design

XRDC Speaker Q&A: Noah Falstein explores the world of FDA-approved games  
by Bryant Francis [08.22.18]
Veteran game designer Noah Falstein is speaking about his experiences making games and experiences for the healthcare field at XRDC 2018.
Console/PC, Design

Chat with one of the devs behind Brexit-themed Not Tonight at 1PM EDT  
by Bryant Francis [08.22.18]
We're talking to one of the developers behind Not Tonight at 1PM EDT.
Console/PC, Design, Video

Blog: Building a disruptive game design framework - Part 2 1
by Gamasutra Community [08.22.18]
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players.
Design, Production

Spelunky designer: Want to be an indie? Then learn how to finish games reliably  
by Chris Kerr [08.22.18]
"In my opinion, the hardest step for aspiring (commercial) indie game developers is learning to finish games consistently and efficiently."
Design, Production

Blog: Sifting though the source code for my text adventure  
by Gamasutra Community [08.22.18]
Here's the annotated Inform 7 source text to my 2014 game "Winter Storm Draco," a text adventure about foolishly walking home through a blizzard.
Programming, Design

How Six Ages builds a game around the power of myth  
by Alex Wiltshire [08.22.18]
For a medium that revels in depicting heroes, games really aren’t so hot on depicting myths. Designer David Dunham explains how he's tried to change that with King of Dragon Pass and now, Six Ages.
Indie, Design

Video: How the nemesis system in Shadow of War was designed 1
by Staff [08.21.18]
Monolith Productions' Chris Hoge describes how the nemesis system in Middle-earth: Shadow of War was expanded upon to give players an antagonistic relationship with their enemies.
Console/PC, Design, Video

Get a job: Cold Iron Studios is hiring a Sr. Content Designer for an Alien game  
by Staff [08.21.18]
Cold Iron is seeking an experienced Sr. Content Designer to join its world-class team in creating a shooter set in the Alien universe for consoles and PC.
Design

Don't Miss: Perfecting the axe recall mechanic in God of War 15
by Staff [08.21.18]
With God of War players flocking back to check out the New Game+ update, take a look at this blog post explaining how much care the dev team took to make Kratos' axe throws feel astonishingly satisfying.
Console/PC, Design

At XRDC, see how Unity bridges the gap between AR design & engineering  
by Staff [08.21.18]
At XRDC Unity's Andrew Maneri will reveal the company's new augmented reality tech called "reasoning APIs": equal parts coding, puzzle solving, and adventure-game-style ingredient substitution.
VR, Design