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September 20, 2018
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  • Editor-In-Chief:
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  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
How a Gears of War dev built the chill Shape of the World on the side 4
by Samuel Horti [07.27.18]
“In VFX, maybe I’ll be developing the blood," says The Coalition dev Stu Maxwell. "In Shape of the World, I’ve had to do everything...it’s been really educational having that breadth of discipline.”
Indie, Design, Production

An overlooked line of code led to slow performance for Warhammer Online 1
by Emma Kidwell [07.26.18]
Former game designer at Mythic Entertainment Leah Miller discusses how an unnoticed typo in the MMO Warhammer Online: Age of Reckoning was discovered years after the game had shuttered. 
Console/PC, Design

Don't Miss: A deep dive into Forza Horizon 3's online co-op multiplayer 2
by Staff [07.26.18]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Social/Online, Design

Blog: Meet The mobile puzzlers from a century ago  
by Gamasutra Community [07.26.18]
Pigs in Clover, the 1889 analog, mobile puzzle game "featured" in HBO's Westworld kicked off a craze and a genre. Learn more about this style of game and their recreation on mobile platforms.
Design

Blog: Methods for controlling player progression 12
by Gamasutra Community [07.26.18]
Today's post returns to the debate over games built on Skill or RNG, and what they mean towards helping (or harming) the player's progression.
Design

Stoic reflects on the ups and downs of building the Banner Saga  
by Carli Velocci [07.26.18]
The devs at Stoic Studio share what they've learned in the many years they've worked to produce the Banner Saga games, the third of which debuts this week.
Indie, Design, Production

Designing accessible packaging for the Xbox One Adaptive Controller 2
by Emma Kidwell [07.25.18]
Microsoft explains how its packaging design team developed accessible packaging for the Xbox One Adaptive Controller.
Console/PC, Design

Don't Miss: The fragility and pain of friendship in We Know the Devil  
by Staff [07.25.18]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Console/PC, Indie, Design

Get a job: Insomniac Games is hiring a Director of Design  
by Staff [07.25.18]
Insomniac Games is looking for a Director of Design to ensure excellence across its game design group by building, leading, developing and mentoring its design department in Burbank, CA.
Design, Recruitment

Blog: Composing video game music for virtual reality - Part 4  
by Gamasutra Community [07.25.18]
In the fourth part of her blog series, video game composer Winifred Phillips shares ideas from her GDC 2018 talk 'Music in Virtual Reality' and discusses the idea of comfort versus performance.
VR, Audio, Design

Chat with one of Sunless Skies' artists today at 3PM EDT  
by Bryant Francis [07.25.18]
We're talking to one of the artists who has helped bring Failbetter's spooky sensation Sunless Skies to life at 3PM EDT.
Console/PC, Design, Video

Arizona Sunshine dev Vertigo Games launches VR publishing company 2
by Chris Kerr [07.25.18]
Vertigo Arcades will look to drive the success of VR arcades and developers by connecting them through its VR Arcade Suite, a content launcher for free-roaming location-based VR titles. 
VR, Design, Business/Marketing

Blog: Is randomness your friend or foe? 3
by Gamasutra Community [07.25.18]
When it comes to games, is randomness a force of good or a force of evil? In this article, Nick Kinstler claims that it's neither...and both.
Design

How Nyamakop designed Semblance's spongy, deformable terrain 1
by Jack Yarwood [07.25.18]
“I think we could have spent five or ten years on this game,” says Semblance dev Ben Myres. “There’s really enough interesting stuff there that you can build on top of the core deforming terrain."
Indie, Design, Video

Blog: Breath of the Wild and the Montessori method 2
by Gamasutra Community [07.24.18]
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
Design

Blog: Thoughts on textual procedural generation and narration 3
by Gamasutra Community [07.24.18]
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
Programming, Design, Production

Blog: Is anything more important than a game's consistency? 5
by Gamasutra Community [07.24.18]
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
Design

How Landfall accidentally struck a vein with a joke battle royale game 3
by Steven T. Wright [07.24.18]
Landfall's Petter Henriksson open up about how their latest April Fools "joke" game, Totally Accurate Battlegrounds, blew up in a way they never saw coming -- and why they're happy to keep it a joke.
Indie, Design, Business/Marketing, Video

How piracy led to GOG encouraging DRM-free releases 2
by Emma Kidwell [07.23.18]
Noclip recently published a video interviewing people behind the digital distribution service GOG, starting off by discussing how piracy in early Poland lead to an anti-DRM mentality for the company.
Console/PC, Design, Video

The evolution of water rendering in video games 1
by Emma Kidwell [07.23.18]
A new video by Digital Foundry dives into the evolution of video game water rendering beginning with 8-bit and 16-bit waves.
Console/PC, Design