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June 16, 2019
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Updates » Design
Video: Understanding player autonomy in game design  
by Staff [03.26.19]
In this 2017 GDC session, Immersyve's Scott Rigby explains why it's valuable for developers to have a nuanced understanding of player autonomy. 
Console/PC, Design, Video

Get a job: Rocket League dev Psyonix is hiring an experienced UI Lead  
by Alissa McAloon [03.26.19]
Psyonix, an independent video game developer located in downtown San Diego, is looking for an experienced UI Lead to oversee interface design and development on Rocket League.
Console/PC, Indie, Design, Recruitment

Blog: The best slides I saw at GDC 2019  
by Gamasutra Community [03.26.19]
You see a lot of slides at GDC. These are the best ones from the sessions I attended.
Programming, Design, Production

Blog: The free-to-play story of Pish Posh Push 2
by Gamasutra Community [03.26.19]
Back in 2017 I launched my first freemium game on Google Play. The next 18 months included rapid increases and sudden drops in revenue, and even saw the game pulled from the store. Here's my story.
Design

How submarine sims shaped the design of Objects in Space  
by Joel Couture [03.26.19]
Gamasutra sat down with Leigh and Elissa Harris of Flat Earth Games to talk about the making of Objects in Space, a game that gives players a starship and sets them free in a galaxy to do as they will.
Indie, Design

Video: Visual effects and the rise of realtime rendering  
by Staff [03.25.19]
In this 2017 GDC talk, visual effects (VFX) veterans Keith Guerrette and Drew Skillman discuss why it's important to foster a culture of knowledge sharing and collaboration within the VFX community.
Console/PC, Art, Design, Video

Catch up on Gamasutra's extensive GDC 2019 coverage! 3
by Staff [03.25.19]
GDC 2019 may be in the books, but you can catch Gamasutra's coverage from last week right here, from details on Google Stadia to brilliant talks on game design to interviews from game industry luminaries plus all the news you can use.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: DeepMind is hiring a Games Designer  
by Staff [03.25.19]
DeepMind is looking for a Technical Level Designer with a passion for behavioral and goal-oriented design to help it implement a range of challenges and tasks for its AI agents to solve.
Design, Recruitment

Don't Miss: Tuning Dead Cells to appeal to players both fast and slow 2
by Staff [03.25.19]
“It took one year -- a little bit less than one year -- and we switched it from a totally different [game] to this action platformer," says designer Sébastien Bénard in this Dead Cells dev rumination.
Console/PC, Indie, Design

PUBG Corp and NetEase settle Battlegrounds lawsuit 1
by Chris Kerr [03.25.19]
PUBG Corp. first took NetEase to court back in April 2018, and accused the Chinese company of replicating "audio and visual elements" from Battlegrounds in two of its mobile games.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Knocking down design pillars was key to making Destiny 2's Gambit mode really shine  
by Alissa McAloon [03.25.19]
"We realized that the answer to our problem had been hidden in the game all along and we just hadn’t played with it enough."
Console/PC, Design, GDC

Blog: A design examination of Toejam and Earl Back in the Groove 1
by Chris Kerr [03.25.19]
My thoughts on the new Toejam and Earl game and how well the design holds up, with design breakdown video.
Design

Deep Dive: Flexiscope, the play-time aware dungeon generator in Book of Demons 1
by Maciej Biedrzycki [03.25.19]
The basic idea behind 'Flexiscope' is very simple -- it lets players divide the game into sessions of any size to fit their playing schedule. Here's how we developed that idea in Book of Demons.
Console/PC, Design

Crash meetings, keep a lore bible, and other narrative design tips learned at King  
by Alissa McAloon [03.22.19]
"If everyone is thinking about narrative design, no one will forget it," argues King's Tracey John during a talk about how to handle narrative design in tight projects.
Smartphone/Tablet, Design

Sweeney commits to human moderators & quality filters for Epic's Games Store 24
by Alex Wawro [03.22.19]
"So we're not going to see asset flips," the Epic founder told Gamasutra at GDC this week. "And we're going to explicitly say no to porn games or other intentionally controversial games."
Console/PC, Art, Design, GDC

Sega removing actor from Western version of Judgment after drug scandal
by Chris Kerr [03.22.19]
Sega will change the voice and character model for Kyohei Hamura in the western release of Judgment, after the character's actor Pierre Taki was arrested for illegal drug use.
Design, Production

Boyfriend Dungeon dev examines why game fashion sucks, and what to do about it 2
by Alex Wawro [03.21.19]
“I’m not here to talk about what good fashion is,” said Kitfox Games' Victoria Tran at GDC today. “I want to talk more about how we’ve ignored it as a serious mechanic."
Console/PC, Indie, Design, GDC

Overwatch saw 40% less disruptive behavior with the endorsement system 1
by Emma Kidwell [03.21.19]
Research developer at Blizzard Natasha Miller shared how the studio implemented social features into Overwatch to promote positive behavior among players.  
Console/PC, Design, GDC

Blog: Shape theory in level design  
by Gamasutra Community [03.21.19]
Shape Theory is something we're all aware of subconsciously. Here I break down how it can be used for level design, and how it might encourage players to act in certain ways.
Design

How Arkane built a roguelike atop an immersive sim with Prey's Mooncrash DLC  
by Alex Wawro [03.20.19]
Today at GDC, lead level designer Richard Wilson took the stage to explain how (and why) Arkane took a roguelike approach when developing its innovative Prey DLC Mooncrash.
Console/PC, Design, GDC