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Updates » Design
Don't Miss: Forging the creative vision behind For Honor  
by Staff [11.02.17]
Ubisoft's Jason VandenBerghe delivers a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production

Dev Q&A: How Bloober Team created 'hidden horror' in Observer  
by John Harris [11.02.17]
Observer is a cyberpunk horror game from Polish studio Bloober Team. They stress that it isn't a survival horror experience--they prefer to call it "hidden horror" or "catharsis 2.0."
Console/PC, Indie, Design, Video

How Zachtronics makes personality-filled puzzlers like Opus Magnum  
by Bryant Francis [11.01.17]
We chatted with two of the developers behind Zachtronics' newest game Opus Magnum.
Console/PC, Design, Video

Get a job: PlayQ is hiring a QA Designer  
by Staff [11.01.17]
PlayQ is looking for a QA Designer to create test plans, perform software testing, and ensure the quality of game systems, features, and content in Santa Monica, CA.
Design, Recruitment

Opinion: When Big Oil attacks your game 7
by Katherine Cross [11.01.17]
In Thunderbird Strike, which draws on Anishinaabe and Métis imagery, you play a thunderbird who gathers lightning to destroy pipeline building equipment. One Big Oil exec labeled it "eco-terrorism."
Console/PC, Indie, Design, Business/Marketing, Video

Chat with the developers of Opus Magnum at 3PM EDT  
by Bryant Francis [11.01.17]
We're talking to Zach Barth and Matthew Burns and playing their new game Opus Magnum at 3PM EDT.
Console/PC, Design, Video

GDC 2018 to host a special 20th anniversary Ultima Online Classic Postmortem!  
by Staff [11.01.17]
To mark its 20th anniversary, Raph Koster, Starr Long, and Richard Garriott de Cayeux will be presenting a Classic Game Postmortem on their trailblazing game Ultima Online at GDC 2018!
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Sucker Punch is hiring a Level Designer  
by Staff [10.31.17]
Sucker Punch is looking for a Level Designer with a passion for creating compelling layouts to join its team in Bellevue, WA.
Design, Recruitment

Opinion: Playing the Night Witches tabletop RPG with 16 people  
by Katherine Cross [10.31.17]
Night Witches is an RPG about an all-woman WWII-era Soviet night bomber regiment. Despite subpar equipment and no small amount of sexism, they terrorized the Nazis all across the Eastern Front.
Indie, Design

PSA: This is your last week to submit talks for the GDC 2018 Tutorials!  
by Staff [10.31.17]
The deadline to pitch talks for the Board Game Design Day closes Wednesday, November 1, while the deadline for the Level Design Workshop the Tools Workshop, or eSports day close Friday, November 3.  
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Managing scenes and takes on Angest for GearVR  
by Gamasutra Community [10.31.17]
This article will cover how we planned to manage both Take & Event Systems to meet the need of having multiple arrangements in the same scene.
VR, Design

Costume customization: 7 stylish games that designers should study 3
by Rich Moss [10.31.17]
In honor of Halloween, we thought it'd be fun to look at several examples of games that do interesting and instructive things with player-controlled wardrobe customization and costume changes.
Console/PC, Art, Design

Blog: Wolfenstein II: a good argument for games to get political 1
by Bryant Francis [10.30.17]
Games can be political in a lot of different ways, but Wolfenstein II: The New Colossus is practically a toolbox for politically-charged narrative design.
Console/PC, Design

Video: How Naughty Dog designed The Last Of Us' brutal melee system  
by Staff [10.30.17]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 game The Last Of Us.
Console/PC, Design, Video, Vault

Don't Miss: Level design, player orientation, and the art of the chase in Outlast 2  
by Joel Couture [10.30.17]
Outlast 2 comes alive when players are being chased through the dark game world. “It has to feel chaotic, yet intuitive. When you make it too obvious, some players start to feel they’re on a track.”
Console/PC, Indie, Audio, Design

GDC 2018 reveals first Board Game Design Day talks!  
by Staff [10.30.17]
The popular Board Game Design Day returns to GDC next year, featuring talks from tabletop game design experts on everything from randomness to integrating a companion app into Mansions of Madness!
Design, GDC

Blog: The importance of historical research 2
by Gamasutra Community [10.30.17]
A postmortem on a historical narrative game, explaining why research is an integral part of the process if you want to avoid misinforming your players

Classic Postmortem: Ensemble Studio's classic RTS Age of Mythology GDMag Exclusive  
by Ian Fischer and Greg Street [10.30.17]
15 years ago today, Ensemble Studios released acclaimed RTS Age of Mythology. In this postmortem from Game Developer magazine, they discuss what went right (and wrong) during the making of the game.
Console/PC, Art, Design, Production, History, Video, GD Mag Exclusive

Video Game Deep Cuts: Mario's Half Million Daily Runs  
by Gamasutra Staff [10.29.17]
Some of this week's article/video highlights include a tech breakdown of Super Mario Odyssey, a very solo Steam dev who's sold half a million copies, and the culture of 'daily runs' for games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra plays Super Mario Odyssey  
by Bryant Francis [10.27.17]
We checked out Mario's latest adventure to see how Nintendo has upgraded its design sensibilities and made a mission statement for the Switch.
Console/PC, Design, Video