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January 21, 2019
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Updates » Design
Don't Miss: Decision modeling for complex game maps in Metroid Prime 4
by Gamasutra Community [11.07.18]
Former Metroid Prime developer Paul Tozour sheds light on a technique for finding the shortest path through a graph, and shows how to use it as a design tool for a Metroid-style game.
Console/PC, Programming, Design

Look forward to a Command & Conquer Classic Game Postmortem at GDC 2019!  
by Staff [11.07.18]
Louis Castle​, a game industry veteran known best for co-founding (with fellow luminary Brett Sperry) the trailblazing Westwood Studios, will deilver a Classic Game Postmortem on Command & Conquer!
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Video: Boss battle design fundamentals  
by Staff [11.06.18]
In this GDC 2018 session, Untame's (known for the puzzle-platformer Mushroom 11) Itay Keren discusses the various aspects that make a well-designed, effective and memorable boss battle.
Console/PC, Design, Video

Don't Miss: Invoking the 'feel' of a classic game for Lara Croft Go 5
by Staff [11.06.18]
Lara Croft Go dev Antoine Routon describes how he and his team tried to recreate what they remember it feeling like to play the earliest Tomb Raider games, rather than the games themselves.
Console/PC, Smartphone/Tablet, Design

Blog: AI detecting player from vision using camera and shaders  
by Gamasutra Community [11.06.18]
In this post I will explain how I gave my AI a real vision using a camera and a compute shader to detect player with more accuracy than ray casts.
Programming, Design

The Train Jam game jam is full steam ahead for GDC 2019!  
by Staff [11.06.18]
Organized for the 6th year running by Adriel Wallick, Train Jam is a one-of-a-kind opportunity for devs to ride the rails and build games together, which will then be part of an on-site GDC showcase! 
Console/PC, Indie, Design, GDC

Video: How to design games for game developers  
by Staff [11.05.18]
In this GDC 2012 talk, EA/Maxis' Stone Librande discusses a series of card and board games he's developed that are not only designed to entertain, but also to teach the fundamentals of game design.
Serious, Design, Video

Don't Miss: A Level Design Deep Dive into Dishonored 2's Clockwork Mansion 2
by Staff [11.05.18]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
Console/PC, Programming, Design

Video Game Deep Cuts: Diablo's Deltarune... To The Stars?  
by Gamasutra Staff [11.05.18]
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why it's time to re-think A/B testing 3
by Gamasutra Community [11.05.18]
In this article, I want to explain why we decided to completely change the way we perform A/B tests in Pixel Federation.
Design, Production

Game Programming Deep Dive: 3 scenarios for movement prediction 6
by Gamasutra Community [11.05.18]
Bartlomiej Waszak, senior software engineer at Titanfall studio Respawn Entertainment, dives deep into three different situations of movement prediction in game programming.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Video: Experimental approaches to improving peer feedback in games  
by Staff [11.02.18]
In this GDC 2018 talk, Carnegie Mellon University's Jessica Hammer and Broken Rules' Martin Pichlmair share experimental approaches for improving peer feedback on game projects both big and small.
Console/PC, Design, Video

To balance Heroes of the Storm, 'remember that MOBAs aren't a true sport' 7
by Bryant Francis [11.02.18]
Two Heroes of the Storm designers break down the process behind making minute game changes that have big impacts.
Console/PC, Design

Don't Miss: The world building of Diablo III 21
by Staff [11.02.18]
In this interview from 2011, Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series.
Console/PC, Design

Weekly Jobs Roundup: Monster Squad, Game Closure, and more are hiring now!  
by Staff [11.02.18]
Here are just some of the many, many positions being advertised right now on Gamasutra's Job Board.
Smartphone/Tablet, Programming, Design, Production, Recruitment

Blizzard announces its first mobile Diablo game 3
by Emma Kidwell [11.02.18]
Blizzard announced Diablo: Immortal, a new game in the Diablo franchise, will be making its mobile debut sometime next year. 
Smartphone/Tablet, Design

Blog: This is not another postmortem 4
by Gamasutra Community [11.02.18]
A year ago we released The Fall of Lazarus. It cost $162.972 and it made $5.155. This is not another postmortem, its a story with letters and numbers, successes and mistakes.
Design, Production

Behind the colorful music wheel of Wandersong 1
by Bryant Francis [11.02.18]
Wandersong's Greg Lobanov digs into the game's intriguing color wheel of song,, why he crafted an aesthetic around a 'rainbow of sound', and how he designed puzzles solvable by singing.
Console/PC, Design

Don’t Miss: 17 mold-breaking fighting games that all devs should study 8
by Alissa McAloon [11.01.18]
From Street Fighter to Super Smash Bros., Patrick Miller walks through some of the fascinating deviations and beautiful experiments that devs took to try and change the fighting game formula.
Console/PC, Design

Alt.Ctrl.GDC Inspirations: Steel Crate's Keep Talking and Nobody Explodes!  
by Staff [11.01.18]
To inspire you to submit your own wild controller prototypes to Alt.Ctrl.GDC at GDC 2019, today we highlight another submission that went on to win big: Steel Crate's Keep Talking and Nobody Explodes!
Indie, Design, GDC