Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 20, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Don't Miss: An inside look at Wargroove's design choices 1
by Bryant Francis [10.15.19]
The developers of Wargroove share some insight behind the game's game design, tooling, and technical implementation to help other strategy game developers.
Console/PC, Indie, Design

Blog: An exploration of map region-based narrative 2
by Gamasutra Community [10.15.19]
Explanation and exploration of a narrative structure based on map location that is frequently found in games like Zelda or Metroid.
Design

Fine-tuning for the 'action hero' feel in PlayStation's VR game Blood & Truth  
by Alex Wawro [10.15.19]
PlayStation’s London Studio has been a leading creator of showcase PlayStation VR experiences, and at XRDC today director of VR dev Stuart Whyte shared some of what the team has learned.
VR, Design, XRDC

Blog: A look at scavenger hunts in two modern adventure games 1
by Gamasutra Community [10.15.19]
A brief look at bow the secondary adventure mechanic of scavenger hunts shows how some titles, like God of War, create rewarding gameplay and replay-ability.
Design

Q&A: How Steam hit Raft stands out in the crowded survival genre  
by John Harris [10.15.19]
Redbeet Interactive, the Swedish studio behind Steam hit Raft, tells us about the design and development of game, and how a tight, restrictive design helps the game stand out in a crowded genre.
Console/PC, Indie, Design

Using body language to create more compelling VR game characters  
by Alex Wawro [10.14.19]
Beast Inc cofounder and CEO Vivian Tan appears at XRDC in San Francisco to share what the company has learned about building great character interactions in virtual reality using body language.
VR, Art, Design, XRDC

Owlchemy's audio wizard offers tips on making the most of music in VR  
by Staff [10.14.19]
Music is a critical aspect of game design players often overlook, and at XRDC in San Francisco today Owlchemy’s Daniel Perry shared some tips on how to use it well in virtual reality.
VR, Audio, Design, XRDC

Video Game Deep Cuts: Hearthstone Boycotts, Concrete Genie, Indie Sales 1
by Gamasutra Staff [10.11.19]
This week's highlights include fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus the reality of indie game sales.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

DIY thumbsticks and clay creations: How Google designed its Stadia gamepad 1
by Chris Kerr [10.11.19]
What goes into designing a new gamepad? Given most of them share a striking number of similarities, you'd be forgiven for thinking the answer to that question is 'not much.' If only.
Design, Business/Marketing

Blog: Accessibility and difficulty as barriers to art 6
by Gamasutra Community [10.11.19]
Who should be able to experience art? While in an ideal world the answer is everybody, there are some who are unable to engage with video games for numerous reasons, including difficulty.
Design

'BARF!': Designing River City Girls' approachable, challenging brawling 1
by John Harris [10.11.19]
Gamasutra chats with WayForward's Adam Tierney about the design and development of River City Girls, a vibrant 2D brawler that pays tribute to the classic River City Ransom games.
Indie, Design

Watch Mike Z and Mariel Cartwright break down the making of Indivisible  
by Bryant Francis [10.10.19]
Watch two of the lead developers at Lab Zero Games share stories about the development of Indivisible.
Console/PC, Design, Video

Chat with the creators of Indivisible at 3PM ET  
by Bryant Francis [10.10.19]
Chat with gamemakers Mike Z and Mariel Cartwright today on the GDC Twitch channel about their new game Indivisible.
Console/PC, Design, Video

Blog: Rimworld, Dwarf Fortress, and procedurally generated storytelling 4
by Gamasutra Community [10.10.19]
Dwarf Fortress and Rimworld have been named story generators, a type of game in which fun does not come from reaching specific objectives but rather from seeing non-scripted stories play out.
Programming, Design

Don't Miss: Building game mechanics to elevate narrative in Oxenfree  
by Staff [10.09.19]
Night School co-founder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design

An untitled Untitled Goose Game analysis 1
by Katherine Cross [10.09.19]
Columnist Katherine Cross examines the ingredients that made House House's fantastic Untitled Goose Game a runaway hit as opposed to a mere cult classic.
Console/PC, Indie, Art, Design, Video

Behind the HONK: An Untitled Goose Game Q&A 1
by John Harris [10.09.19]
Everyone seems to be honking a bit more than usual with the recent release of House House's brilliant Untitled Goose Game. We speak with programmer Nico Disseldorp.
Indie, Design

Get a job: Obsidian Entertainment is hiring a Combat Designer  
by Staff [10.08.19]
Obsidian Entertainment is looking for a Combat Designer with proven experience developing first-person melee combat gameplay to join our team of talented developers.
Design, Recruitment

Don't Miss: Punishing difficulty conveys a personal story in The End is Nigh 1
by Joel Couture [10.08.19]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production

Blog: A guide to lucid storytelling in games 3
by Gamasutra Community [10.08.19]
Elizabeth Goins, an associate professor at Rochester Institute of Technology, Department of Performing Arts and Visual Culture, has put together a quick start guide to the art of ludic storytelling.
Design