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July 17, 2018
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  • Editor-In-Chief:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Blog: The risky business of creating an introspective blockbuster 1
by Gamasutra Community [05.11.18]
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its creators say it's not commentary. How do developers sell emotionally risky games to the world?
Console/PC, Design, Production

Blog: A study into item generation and replayability  
by Gamasutra Community [05.11.18]
For the next part on my series looking at replayability, we're talking about how loot tables and item pools can keep things from growing stale.

Q&A: Building and balancing Battletech's procedural missions 3
by Alan Bradley [05.11.18]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

Weekly Jobs Roundup: Seismic Games, Telltale, and more are hiring now!  
by Staff [05.10.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Audio, Design, Recruitment

Designing Vandals, a turn-based stealth game about graffiti artists  
by Jennifer Allen [05.10.18]
"Even a puzzle game can be a stealth game...because you have to figure out how to get the perfect move," says dev Cosmografik in discussing the design of turn-based graffiti puzzler Vandals.
Smartphone/Tablet, Design

Blog: Calculating aiming reticles for moving targets 1
by Gamasutra Community [05.10.18]
When shooting at a moving target, you need to aim ahead so that the target will move into the cross hairs just as the bullet reaches it. Learn to calculate it for an aiming reticle or AI control.
Programming, Design

Blog: Looking back on our first year as an indie studio  
by Gamasutra Community [05.10.18]
This post provides a brief history of our indie studio, Missing Fish Games. It highlights the journey of four recent graduates who banded together to continue working while breaking into the industry.
Design, Production, Business/Marketing

Blog: An analysis of building in Fortnite 2
by Gamasutra Community [05.10.18]
In the wake of the meteoric rise of Fortnite, many people ask how it compares to PUBG, the extremely popular predecessor in the battle royale genre. I find out by digging into the building mechanics.

How the QUBE 2 devs built a better massive 3D puzzle labyrinth 1
by Jack Yarwood [05.10.18]
Q.U.B.E. 2 creative director Dave Hall opens up about how the team at Toxic Games made it, why they switched from Kismet to Blueprint, and what works when you're making a 3D puzzle game with a story.
Indie, Design, Video

Video: The potential of interactive fiction  
by Staff [05.09.18]
In this GDC 2015 session, Choice of Games' Heather Albano provides some examples of important interactive fiction games released over the last few years.
Indie, Design, Video

Don't Miss: Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Staff [05.09.18]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Console/PC, Indie, Design

Blog: Creating winning video game theme songs - Part 2  
by Gamasutra Community [05.09.18]
A second article in my series about vocal theme songs in video games. In this post I showcase a recent project and feature work-in-progress audio examples to illustrate my approach.
Audio, Design

EA will continue to use loot boxes that are 'transparent, fun, and fair' 8
by Chris Kerr [05.09.18]
EA says it will continue to "push forward" with loot boxes, but only as long as it can deliver experiences in a "transparent, fun, fair, and balanced way."
Console/PC, Design, Business/Marketing

Blog: Why is Harry Potter: Hogwarts Mystery so successful? 7
by Gamasutra Community [05.09.18]
Wargaming marketing lead Vadim Bulatov attempts to unearth the secret behind Harry Potter: Hogwarts Mystery's success.
Design, Business/Marketing

7 great examples of foreshadowing in games that devs should study 1
by Richard Moss [05.09.18]
Foreshadowing is a valuable tool that every game maker should have in their arsenal, so we reached out to some devs who know their stuff for tips and examples of games that do it well.
Console/PC, Indie, Design

Video: Warren Spector on the problems and potential of game narratives  
by Staff [05.08.18]
In this GDC 2013 session, veteran game designer Warren Spector goes over his personal view of the unique role narratives play in interactive entertainment.
Console/PC, Design, Video

Shadow of the Tomb Raider and the risk of making an introspective AAA game 1
by Bryant Francis [05.08.18]
What are the risks of trying to make a game that pushes back on the player in 2018?
Console/PC, Design

Blog: Why pseudo-localization is essential 3
by Gamasutra Community [05.08.18]
Pseudo-localization is the process by which the video game source text is translated into other languages using fake (or pseudo-) translations.
Design, Production, Business/Marketing

Blog: Four ways to handle UI text in Unity  
by Gamasutra Community [05.08.18]
Unity gives you a lot of control over what your game's UI text looks like, but not all the built-in options are interchangeable. Here's a comparison of the (very) basics of the choices.

Perfecting the axe recall mechanic in God of War 12
by Gamasutra Community [05.08.18]
God of War dev Vince Napoli writes in fascinating detail about the ins and outs of fine-tuning the game so it always feels good when the protagonist's magical axe comes flying back to his hand.
Console/PC, Audio, Design