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July 16, 2018
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  • Editor-In-Chief:
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  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » 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  
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

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Gamasutra Staff [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The unique development challenges of Mark of the Ninja  
by Staff [07.06.18]
In this GDC 2013 talk, Klei's Jeff Agala and Jamie Cheng discuss Mark of the Ninja's unique development challenges.
Console/PC, Design, Production, Video

The Semblance devs explain their platform-altering design process  
by Bryant Francis [07.06.18]
The developers behind Semblance sit down to share some insight on making smart puzzles and prickly platformers.
Console/PC, Design, Video

Chat with developers of Semblance at 3PM EDT  
by Bryant Francis [07.06.18]
We're talking to the South African dev team that cooked up Semblance starting at 3PM EDT.
Console/PC, Design, Video