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September 21, 2018
arrowPress Releases
  • 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
Come out to XRDC and see how museums are using mixed-reality tech  
by Staff [07.12.18]
At XRDC in October Frog Design's Charles Yust will showcase how mixed-reality devs can work with museums to both deepen appreciation of art in existing audiences and spark it in new ones. 
VR, Design

How the Yakuza devs choose and craft the series' iconic Japanese locales  
by Alan Bradley [07.12.18]
Series producer Daisuke Sato speaks with Gamasutra about how the Yakuza devs choose, design, and later update the iconic Japanese settings (Tokyo's Kamurocho district, etc) for each game.
Console/PC, Design

Vampyr sells 450,000 copies in first month  
by Chris Kerr [07.12.18]
The Life is Strange developer broke the news in a press release written in French, and explained the sales total includes copies sold across all platforms. 
Console/PC, Design

Blog: Multiple ways of doing sprite sheet animation in Unity3D  
by Gamasutra Community [07.12.18]
The main objective of this blog post is to give you an idea about how to do Sprite Sheet Animation in Unity3D.
Console/PC, Design

Don't Miss: Deconstructing the success of The Witcher 3's open world 6
by Phill Cameron [07.11.18]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Watch our chat with the developers of Scythe: Digital Edition  
by Bryant Francis [07.11.18]
We talked to the developers behind Scythe: Digital Edition about converting a tabletop game to digital format.
Console/PC, Design, Video

Blog: Retro games as a revivalist movement  
by Gamasutra Community [07.11.18]
Let's consider retro games in the light of two important architectural movements, Neoclassicism and Gothic Revival, and see what shakes loose.
Design

Chat with the developers of Scythe: Digital Edition at 12PM EDT  
by Bryant Francis [07.11.18]
We're talking to the developers behind the PC version of the board game Scythe today at 12PM EDT.
Console/PC, Design, Video

Blog: How My Lovely Daughter saved our studio 1
by Gamasutra Community [07.11.18]
This is development journey and post-mortem behind our third game published on Steam, My Lovely Daughter.
Design

Blog: Different ways of shaking the camera in Unity 6
by Gamasutra Community [07.11.18]
The main objective of this blog post is to give you an idea about Camera Shake in Unity3D.
Programming, Design

Levine on BioShock: 'I don't think I was conscious of how Jewish it was until afterwards'  
by Alex Wawro [07.10.18]
"When I started thinking about the look of Rapture and Rand, who was a New York Jew...her accent, the way she sounded, all those things brought me back to my childhood," Ken Levine tells Kotaku.
Console/PC, Design

Video: How the animation in Moss creates an emotional experience 1
by Staff [07.10.18]
In this GDC 2018 talk, Polyarc's Richard Lico goes over the methods he uses to create honest performances for Moss's mouse protagonist, Quill, and the player.
VR, Design, Video

Blog: Lessons for live game developers from X-Wing 2.0  
by Bryant Francis [07.10.18]
As tabletop games and video games embrace the idea of being developed in perpetuity, here's a few lessons from X-Wing Miniatures' 2.0 edition that can transition to digital games.
Console/PC, Design

The sound design behind Bethesda's Oblivion and Fallout 3  
by Emma Kidwell [07.10.18]
In a recent video interview with Noclip, audio director Mark Lampert goes over the music and sound behind classic Bethesda titles from Fallout to The Elder Scrolls series. 
Console/PC, Audio, Design

Get a job: Embodied is hiring a Game Designer  
by Staff [07.10.18]
Embodied is looking for a Game Designer to join its team in developing products and services that leverage robotics to impact people’s quality of life in meaningful ways.
Design, Recruitment

Blog: Behind the AI and storytelling of Spec Ops: The Line  
by Gamasutra Community [07.10.18]
In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.
Console/PC, Programming, Design

What game devs can learn from Japan's most interesting puzzle magazine 1
by John Harris [07.10.18]
Gamasutra contributor John Harris explores the logic puzzle designs of the Japanese puzzle company Nikoli (which popularized Sudoku) and shares useful takeaways for curious game devs.
Console/PC, Design

UI curveball means Uncharted's Nathan Drake 'doesn't ever take bullet damage' 1
by Chris Kerr [07.09.18]
"The red UI that shows 'hits' is to represent his 'luck' running out. Eventually, enemies will get a clear shot and kill him if he takes enough near-misses."
Console/PC, Design

How Journey eliminated online toxicity with a simple ping  
by Chris Kerr [07.09.18]
"In prototyping and playtesting we found it was kind of ambiguous. People might know you are mad, but they don't hear you cursing at them."
Console/PC, Design

Blog: How StarCraft and shower epiphanies influenced Diablo 2  
by Gamasutra Community [07.09.18]
A combination of late-morning showers and customizing StarCraft's research trees had major design consequences for Diablo 2.
Console/PC, Design