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June 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Design
Don't Miss: 7 lessons learned while designing This War of Mine 15
by Gamasutra Community [04.03.18]
"I let myself look on the game from a distance. I'’ll do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

Blog: Building a collectible card game for mobile 4
by Gamasutra Community [04.03.18]
A postmortem of our financially disastrous, but well-received collectible card game Amazia, explaining how a single pivot during development ultimately changed the fate of the game.
Smartphone/Tablet, Design

Blog: Building a fully-managed game analytics pipeline 1
by Gamasutra Community [04.03.18]
Veteran data scientist Ben Weber explains how to create a simple, serverless, and scalable data pipeline for game analytics.
Design, Production

Shadow of War is being completely stripped of microtransactions 7
by Chris Kerr [04.03.18]
"Microtransactions allow you to miss out on the awesome player stories you would have otherwise created, and they compromise those same stories even if you don’t buy anything."
Console/PC, Design, Business/Marketing

Blog: How to craft visual novel trailers 2
by Gamasutra Community [04.03.18]
Visual novel trailers require a different approach than most. Still, some universal rules can help you capture the tensions of your unique game.
Design, Business/Marketing

Don't Miss: SpyParty, Sub Rosa, and manifesting deception through game design 5
by Staff [04.02.18]
Look back on this chat with SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design

Blog: Avenues for success and the cost of combat in RTS games 1
by Gamasutra Community [04.02.18]
Many real-time strategy games are built around the idea that the players who can churn out the most damage per second are the winners. Let's talk about how to subvert that.
Console/PC, Indie, Design

Sponsored: How Arm is solving mobile game development's big 3 challenges  
by Arm [04.02.18]
At GDC 2018, find out how Arm is addressing what it calls the "holy grail of mobile game development."
VR, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Sponsored Article

Making a civilization-scale crafting system for Jason Rohrer's One Hour One Life 2
by Alex Wiltshire [04.02.18]
“The user interface," says developer Jason Rohrer. "Part of it is me figuring out as a solo developer, how to make a game that’s as big as all the content that’s in the real world, right?”
Social/Online, Indie, Design, Video

Video Game Deep Cuts: Guns, Water & The Nintendo King  
by Gamasutra Staff [04.01.18]
This week's longform article highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A development postmortem of Pressure Overdrive  
by Gamasutra Community [03.30.18]
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world.
Design, Production, Business/Marketing

Blog: How Breath of the Wild brings maturity to Nintendo's game design 1
by Gamasutra Community [03.30.18]
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.
Console/PC, Design

More than 'Orcs in Space': Devs measure the enduring influence of StarCraft  
by Alan Bradley [03.30.18]
Game makers from Blizzard, Riot, Gas Powered Games, and more cast themselves back to the strange, hazy days of the late '90s to talk about how StarCraft changed the way they thought about game design.
Console/PC, Design, Business/Marketing, History

Video: Retaining player retention in Runescape 1
by Staff [03.29.18]
In this 2015 GDC session, Jagex Game Studios' Phil Mansell discusses how designers can improve retention rates of returning players in online games by examining Runescape.
Console/PC, Social/Online, Design, Video

Opinion: Octobo wants to be your kid's best friend  
by Katherine Cross [03.29.18]
Gamasutra contributor Katherine Cross checks in on the development of Octobo, a cuddly blue octopus educational toy from developer Yuting Su that's brought to life by the addition of a tablet.
Indie, Design, Video

Don't Miss: How Red Faction: Guerrilla uses player freedom to drive open-world design 17
by Staff [03.29.18]
With a "re-mars-ter" on the way, take a look back at this in-depth 2010 breakdown from Red Faction: Guerrilla's design director on how devs learned to channel player freedom through design.
Console/PC, Design

To prevent toxicity, design games with community management in mind 1
by Alissa McAloon [03.29.18]
"Community is now, more than ever, an actual part of game design," argued Flaregames' Tara Brannigan. "It’s not something you staple on the end."
Social/Online, Design, GDC

Art Design Deep Dive: Crossing Souls' striking '80s-infused pixel art  
by Juan Gabriel Jaén and Daniel Benitez [03.29.18]
Fourattic cofounders Juan Gabriel Jaén and Daniel Benitez write in some detail about how they implemented the striking art design of Crossing Souls, in which modern pixel art meets '80s pop culture.
Indie, Art, Design, Deep Dive

How a focus on 'realism' hamstrung the Until Dawn dev's VR shooter  
by Alex Wawro [03.28.18]
"We intended and expected to mimic the established conventions for first-person shooters and, where relevant, VR," a dev told Eurogamer. "But the studio blocked any design that wasn't 'realistic'."
VR, Design, Production

Weekly Jobs Roundup: Square Enix, Bossa Studios, and more are hiring now!  
by Staff [03.28.18]
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.
Programming, Design, Recruitment