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September 24, 2020
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Updates » Design
Don't Miss: The challenges BioWare faced designing Mass Effect 3 17
by Kris Graft [09.16.20]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Design

Blog: The hidden art of pacing - Part 3  
by Gamasutra Community [09.16.20]
How narrative systems bridge the gap between writers and designers, assisting in translating movies to games and merging story and gameplay structures.
Console/PC, Design

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [09.15.20]
"Spelunky may be another example of why imminently-attainable and generous rewards aren't always the ideal recipe for design success."
Console/PC, Indie, Design

Video: Designing social play for Sky: Children of Light  
by Staff [09.15.20]
In this 2020 GDC talk, thatgamecompany's John Hughes shares social design lessons from Sky: Children of the Light.
Console/PC, Design, Video

Blog: A deep dive into Dwerve's dynamic 2D lighting 1
by Gamasutra Community [09.15.20]
In this article, I explain how we added 2D dynamic lighting to our 2D Unity game called Dwerve.
Art, Design

Asobu launches support initiative to help Japan's indie scene flourish  
by Chris Kerr [09.15.20]
Japanese independent game developer community Asobu has launched a new initiative to nurture and support the country's indie scene.
Design, Production, Business/Marketing

Blog: A King of Cards: Joustus deep dive - Part 1  
by Gamasutra Community [09.15.20]
What’s up, design devotees? With King of Cards' one-year anniversary right around the corner, we thought it would be festive to finally tell the tale of how Joustus came to be.
Design

Building AI to fight to the beat in roguelike shooter BPM: Bullets Per Minute  
by Gamasutra Community [09.15.20]
As the game launches on PC, we sit down with developers Awe Interactive find out how AI design and level generation are built to support this rhythm-focused first-person shooter.
Programming, Design

Don't Miss: The long shadow of Super Mario Bros. 3
by Staff [09.14.20]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 35st birthday this month, and contrasts it with Super Mario Maker.
Programming, Design

Video: Unearthing Japanese arcade history for historical preservation  
by Staff [09.14.20]
Learn about the adventures into rural Japan that helped Brandon Sheffield and his colleagues preserve a number of great games from Japanese arcade history.
Console/PC, Design, Video

Blog: The road to Ruinarch - Part 2  
by Gamasutra Community [09.14.20]
A follow up to my original post on launching Ruinarch in which I share some week one and two sales numbers.
Console/PC, Design, Business/Marketing

Blog: Designing non-violent games 1
by Gamasutra Community [09.14.20]
Designing non-violent games feels like we're beginning the race well behind the starting line. This article will outline solutions to solve that problem.
Design

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [09.11.20]
Our Agoura Hills studio is looking for a Camera Designer to design and implement game cameras that make players feel like they are part of the action. 
Console/PC, Design, Recruitment

Behind the dizzying ride to the top for Among Us  
by Simon Carless [09.11.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Procedural map generation in The Riftbreaker 1
by Gamasutra Community [09.11.20]
This article explains our approach to procedural map generation in The Riftbreaker. It offers a step-by-step description of the entire process and explains our workflow for level design.
Console/PC, Programming, Design, Production

Don't Miss: The making of Prince of Persia: The Sands of Time  
by Staff [09.10.20]
In this classic postmortem, learn what worked and what didn't during the development of Ubisoft's Prince of Persia: The Sands of Time.
Console/PC, Programming, Art, Design, Production

Blog: A launch postmortem of Dungeons of Edera  
by Gamasutra Community [09.09.20]
On August 28th I released my second Steam game, Dungeons of Edera, in Early Access. I wanted to share my approach to release along with some first week numbers.
Design, Business/Marketing

Don't Miss: What was it like developing for the Dreamcast? 2
by Brandon Sheffield [09.09.20]
For the Dreamcast's birthday, we spoke to developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Blog: A Neon Climber postmortem 1
by Gamasutra Community [09.09.20]
The Fear and Loathing of one no-budget mobile game production. How we failed and why.
Design, Production

Blog: Building Cogmind's ambient soundscape 2
by Gamasutra Community [09.09.20]
Describing the methodology behind bringing Cogmind's maps, machines and other sources of atmospheric audio to life.
Design