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December 16, 2019
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Updates » Design
Video: Writing for Lord Shaxx, Destiny's supportive space coach  
by Staff [12.09.19]
At GDC 2019 Bungie's Jonathan To discusses Lord Shaxx's creation as Crucible announcer in the Destiny series, and how the character grew from supporting character to fan favorite.
Social/Online, Design, Video, Vault

Blog: Building a procedurally generated Hearthstone  
by Gamasutra Community [12.09.19]
My latest #procjam entry was an exercise in generating complex artifacts out of a single Energy value, along a few procgen paintings to go with them.
Design, Production

Building secret paths in Shovel Knight: King of Cards  
by David D'Angelo [12.09.19]
A deep dive on why and how Yacht Club Games designed a new feature in Shovel Knight: King of Cards -- secret exits in levels.
Indie, Design, Business/Marketing

Video Game Deep Cuts: PlayStation's 25th, Top Games Of 2019 1
by Gamasutra Staff [12.08.19]
This week's roundup includes the PlayStation's 25th anniversary, multiple new 2019 'best of' game lists, and great articles on Katana Zero, Shovel Knight, Knights Of The Old Republic modders & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: These teams are hiring Camera, Level, and Game Designers now!  
by Staff [12.06.19]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Design, Recruitment

Video: Rare's classic postmortem of GoldenEye 007 for the N64  
by Staff [12.06.19]
In this 2012 GDC Europe Talk, Martin Hollis shares how his team created GoldenEye 007, the biggest Nintendo 64 release that wasn't a Mario game. 
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Best of 2019: Designing Baba is You's delightfully innovative rule-writing system 1
by John Harris [12.06.19]
Arvi Teikari, aka Hempuli, the creator behind the brilliant IGF Award-winning Baba is You, tells us about the process of designing a game that puts rule-making in the hands of players.
Indie, Design

The GDC Vision track is back with a fresh look at Tron's cultural legacy  
by Staff [12.06.19]
Author and design historian Tim Lapetino will be at GDC 2020 to deliver a fresh look at how Disney's '82 classic Tron influenced the zeitgeist across video games, pop culture, and beyond.
Console/PC, Art, Design, GDC

Blog: A trailer analysis of The Outer Wilds  
by Gamasutra Community [12.06.19]
The Outer Wilds' precise blend of genre seems impossible to talk about without spoilers, but it can be done: in this trailer analysis video (with transcript)!
Design

Watch a breakdown of Superliminal's perspective-driven puzzles  
by Bryant Francis [12.05.19]
Superliminal lead designer Albert Shih dropped by the GDC Twitch channel to discuss the design and development of this unique perspective-driven puzzler.
Console/PC, Design, Video

Best of 2019: Dissecting the development of Dwarf Fortress with creator Tarn Adams 1
by John Harris [12.05.19]
Dwarf Fortress creator Tarn Adams agreed to answer some of our questions about the development of what is still, despite the presence of a number of imitators, an entirely unique game.
Console/PC, Programming, Design, Production

Blog: How Ghost Recon Breakpoint broke the rules of player intel  
by Gamasutra Community [12.05.19]
Breakpoint introduced a new way to dispatch the intel the players need to progress in the story and the open world.
Design

Brenda Romero breaks down Empire of Sin's complex relationship system  
by Aron Garst [12.05.19]
Famed game developer Brenda Romero tells us all about the autonomous character interaction system of her upcoming gangster-centric strategy management game, Empire of Sin.
Console/PC, Indie, Design, Video

Video: A game dev's guide to designing games with social impact  
by Staff [12.04.19]
In this 2019 GDC talk Elizabeth Maler presents her innovative ways of designing, writing and playtesting social impact games, and gives advice on how to ensure their ability to change lives. ​
Serious, Design, Video, Vault

Best of 2019: Downscaling, upscaling, same-scaling - Porting to Switch and under-powered consoles 2
by Andrew King [12.04.19]
We chatted with some of the top porting houses and the author of Arcade Perfect to find out the current state of porting games to Nintendo's immensely popular Switch.
Console/PC, Programming, Design, Production

Blog: Lessons learned from building a digital board game business  
by Gamasutra Community [12.04.19]
How we built a digital board game studio, the lessons we learned, and how we managed to sustain a successful business without feeling the need to succumb to the dark arts of free-to-play.
Design, Business/Marketing

Chat with the team behind Superliminal at 6PM EST  
by Bryant Francis [12.04.19]
Learn about the development of Superliminal in this chat with Pillow Castle Games' Albert Shih.
Console/PC, Design, Video

Blog: The perception of fairness in games 1
by Gamasutra Community [12.04.19]
Sometimes a game or a situation does not need to be fair, as long as players perceive that it is fair. Coin Master gave a great example of this.
Design

Blog: An introduction to wargame design - Part 1 3
by Gamasutra Community [12.04.19]
This series deals with design concepts imported from board and digital wargames, with subsequent articles detailing specific mechanics or games and comparing them to video game genre approaches.
Design

Apple has named the best iOS games of 2019  
by Chris Kerr [12.03.19]
The omniscient souls over at Apple have revealed their picks for the best iOS apps and games of 2019, and some familiar names have made the grade.
Smartphone/Tablet, Art, Design, Production