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September 24, 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
Devs weigh in on the best ways to write and design characters  
by Alan Bradley [07.18.18]
Game devs Chris Avellone, Obsidian's Carrie Patel, and Guerrilla's Dan Calvert chat with Gamasutra about how they and their teams write and design characters -- from start to finish.
Console/PC, Indie, Design

Video: Populating the open world of Horizon Zero Dawn  
by Staff [07.17.18]
In this GDC 2018 talk, Guerrilla Games' Daniel Calvert explains how the studio approached the challenges of making characters for Horizon Zero Dawn.
Console/PC, Design, Video

Don't Miss: How 1979 Revolution: Black Friday drops players into a real crisis 3
by Staff [07.17.18]
In this 2016 interview, developer Navid Khonsari details the personal experiences that inspired him to tell the story of the Iranian Revolution in his award-winning game 1979 Revolution: Black Friday.
Indie, Design

GDC 2019 announces call for papers, submit your talks now!  
by Bryant Francis [07.17.18]
Now is the time to submit your talks for the 2019 Game Developers Conference!
Console/PC, Design

Blog: A Cultist Simulator retrospective 5
by Gamasutra Community [07.17.18]
The postmortem for Weather Factory's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
Console/PC, Programming, Design, Production

Blog: Multi-tiered horror design with Resident Evil Remastered  
by Gamasutra Community [07.17.18]
While plenty of people are talking about the Resident Evil 2 remake, I want to go back to the first remastered to see how it used enemy designs to ramp up the horror.
Console/PC, Design

Book Excerpt: Keeping the player at the heart of the story 2
by Toiya Kristen Finley [07.17.18]
In this chapter of "Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling" author Toiya Kristen Finley, Phd unpacks the narrative design process for games built for mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design

Video: The 10-year evolution of the Assassins Creed franchise  
by Staff [07.16.18]
In this GDC 2018 presentation, Ubisoft's Jean Guesdon breaks down the evolution behind the Assassin's Creed brand.
Console/PC, Design, Video

Game Maker's Toolkit debuts new series on designing for accessibility  
by Emma Kidwell [07.16.18]
Game Maker's Toolkit's Mark Brown discusses designing for disability in a new video series exploring how devs can design their games with accessibility in mind.
Console/PC, Design

Don't Miss: A postmortem for Naughty Dog's Uncharted: Drake's Fortune 6
by Gamasutra Community [07.16.18]
The developers behind the first game in the Uncharted series explain what made the game the 'biggest and most complex' challenge the studio had faced up to that point in this 2008 postmortem.
Console/PC, Design, Production

Blog: Building the boss fights of X-Morph: Defense - Part 4  
by Gamasutra Community [07.16.18]
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense -- the JAGUAR Type S tank.
Design

Blog: Time manipulation in Unity  
by Gamasutra Community [07.16.18]
We wanted a way for our players to avoid getting stuck while playing. Here's how we tackled that problem...
Programming, Design

Blog: What we learned one year after releasing our debut Switch title 2
by Gamasutra Community [07.16.18]
A look at some of the things we learnt after releasing our first game on the Nintendo Switch.
Design, Production, Business/Marketing

How Bossa relied on players to help build its skyfaring MMO Worlds Adrift  
by Samuel Horti [07.16.18]
"By allowing players to take control, it allowed the team to focus on developing systems and mechanics that would encourage player creativity," explains Bossa founder Henrique Olifiers.
Social/Online, Programming, Design

Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Colonial Marines modder finds big AI fix by changing one letter of code 1
by Alex Wawro [07.13.18]
Word is spreading on ResetEra today about how an experienced modder of Gearbox's 2013 bomb Aliens: Colonial Marines found a way to significantly improve the game's AI by changing one letter of code.
Console/PC, Design

Video: How devs can apply the 5 domains of play to develop empathy 2
by Staff [07.13.18]
In this GDC 2018 talk, Ubisoft's Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.
Console/PC, Design, Video

Social features have cut down on toxic behavior in Overwatch 1
by Emma Kidwell [07.13.18]
Blizzard's global insights group has just finished putting together some statistics surrounding the new social features added to Overwatch a few weeks ago, including LFG and endorsements.
Console/PC, Design

Inkle Studios announces 'ink jam', encourages devs to learn ink 1
by Emma Kidwell [07.13.18]
Inkle Studios announces its first ever ink jam, a game jam running for games written using its open source scripting language ink.
Console/PC, Indie, Design

Don't Miss: Fight or flight - Exploring the neuroscience of survival horror 16
by Gamasutra Community [07.13.18]
How exactly do horror games work on the brains of players? Neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design