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June 18, 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 interactive dialogue differently in #WarGames  
by Emma Kidwell [04.13.18]
Sam Barlow discusses taking a different approach to interactive dialogue with #WarGames.
Indie, Design

Don't Miss: A game dev postmortem of the original BioShock 16
by Staff [04.13.18]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock.
Console/PC, Programming, Design, Production

Chat with the lead developer of Where the Water Tastes Like Wine at 3PM EDT  
by Bryant Francis [04.13.18]
Join us for a chat about indie game design as we play Where the Water Tastes Like Wine at 3PM EDT!
Console/PC, Design, Video

Blog: Designing the gigantic map of Mafia III  
by Gamasutra Community [04.13.18]
A big game needs a big map, and it's safe to say Mafia III had exactly that. Here's how we put it together.
Design

Reflecting on Hitman Sniper, four years after launch  
by Emma Kidwell [04.12.18]
In an interview with Pocket Gamer, product lead on Hitman Sniper Dominic Allaire shares how, after four years, the iOS title has managed to keep an active player base.
Smartphone/Tablet, Design

How 'B-games' influenced the design of Getting Over It  
by Emma Kidwell [04.12.18]
Bennett Foddy and Derek Yu discuss the impact of B-games like Sexy Hiking and the influence they had on indie developers.
Indie, Design

Opinion: Elegance and colonialism in Civ VI's Rise and Fall  
by Katherine Cross [04.12.18]
Gamasutra contributor Katherine Cross examines the design of Civilization VI and its latest DLC, as well as how they touch on the issues of representation and the exaltation of war.
Console/PC, Design

Don't Miss: Rendering the striking visuals of Capybara's Below  
by Staff [04.12.18]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design

Stick or twist: Balancing randomness and strategy in Hearthstone  
by Chris Kerr [04.12.18]
Hearthstone lead developer Ben Brode has some interesting thoughts on how the popular card-battler manages to balance player agency and strategy with randomness. 
Smartphone/Tablet, Design

In It To Minit: Designing a world of one-minute adventures  
by Alex Wiltshire [04.12.18]
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice.
Indie, Design

Video: From concept to console: A Horizon Zero Dawn postmortem  
by Staff [04.11.18]
In this GDC 2018 session, Guerrilla Games' Eric Boltjes discusses the development of Horizon Zero Dawn.
Console/PC, Design, Video

Weekly Jobs Roundup: Bad Robot, Pocket Gems, and more are hiring now!  
by Staff [04.11.18]
From calls for programmers and designers in Ontario to openings for creative directors in California, here are just some of the job listings that hit Gamasutra's job board this past week.
Programming, Art, Design, Production, Recruitment

Don't Miss: Ken Rolston's development secrets of The Elder Scrolls IV: Oblivion 4
by Staff [04.11.18]
"The virtue of having been a paper and pencil role-playing game designer meant that I [...] had to, out of nothing, create a world, make it coherent, and publish it immediately."
Console/PC, Design

How game writers craft meaningful romances in games 1
by Gamasutra Community [04.11.18]
A roundtable interview on writing romance, featuring Samantha Wallschlaeger (Guild Wars 2, ME: Andromeda), Ben Gelinas (Dragon Age, Mass Effect), Ed Sibley (Love Island) & Jared Rosen (Dream Daddy).
Console/PC, Indie, Design

Blog: Working as a collaborator on indie sensation, Cuphead  
by Gamasutra Community [04.11.18]
This postmortem is about the contribution we, at iLLOGIKA studios, gave to the highly-anticipated indie title, Cuphead from Studio MDHR.
Design, Production

'It should seep in by osmosis': Devs discuss what makes great flavor text  
by Alex Wawro [04.10.18]
"It should seep in by osmosis, minimize the amount you take the player away from the gameplay," says game designer Brian Reynolds in a PCGamer feature about how devs write good flavor text in games.
Console/PC, Indie, Design

Video: How good game design is like a magic trick  
by Staff [04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC, Indie, Design, Video, Vault

Don't Miss: 3 game design lessons learned from RPG legend Ken Rolston 13
by Alan Horn [04.10.18]
In this timeless feature on RPG design, game dev Alex Horn shares some critical lessons learned while he was working with Ken Rolston, of Morrowind and Oblivion fame.
Console/PC, Design

Blog: How to create a terminal system in UE4 2
by Gamasutra Community [04.10.18]
In this post we explain how the terminal and puzzle systems, which are the core mechanics in our game Tartarus, work.
Programming, Design

Game makers share some of their favorite dev 'hacks' 1
by Alex Wawro [04.09.18]
Vlambeer's Rami Ismail posed a fun question on Twitter this morning: "What is your favorite or most surprising 'hack' solution to a game development problem you've personally used or implemented?"
Console/PC, Indie, Programming, Design