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October 16, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Stoic reflects on the ups and downs of building the Banner Saga  
by Carli Velocci [07.26.18]
The devs at Stoic Studio share what they've learned in the many years they've worked to produce the Banner Saga games, the third of which debuts this week.
Indie, Design, Production

Designing accessible packaging for the Xbox One Adaptive Controller 2
by Emma Kidwell [07.25.18]
Microsoft explains how its packaging design team developed accessible packaging for the Xbox One Adaptive Controller.
Console/PC, Design

Don't Miss: The fragility and pain of friendship in We Know the Devil  
by Staff [07.25.18]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Console/PC, Indie, Design

Get a job: Insomniac Games is hiring a Director of Design  
by Staff [07.25.18]
Insomniac Games is looking for a Director of Design to ensure excellence across its game design group by building, leading, developing and mentoring its design department in Burbank, CA.
Design, Recruitment

Blog: Composing video game music for virtual reality - Part 4  
by Gamasutra Community [07.25.18]
In the fourth part of her blog series, video game composer Winifred Phillips shares ideas from her GDC 2018 talk 'Music in Virtual Reality' and discusses the idea of comfort versus performance.
VR, Audio, Design

Chat with one of Sunless Skies' artists today at 3PM EDT  
by Bryant Francis [07.25.18]
We're talking to one of the artists who has helped bring Failbetter's spooky sensation Sunless Skies to life at 3PM EDT.
Console/PC, Design, Video

Arizona Sunshine dev Vertigo Games launches VR publishing company 2
by Chris Kerr [07.25.18]
Vertigo Arcades will look to drive the success of VR arcades and developers by connecting them through its VR Arcade Suite, a content launcher for free-roaming location-based VR titles. 
VR, Design, Business/Marketing

Blog: Is randomness your friend or foe? 3
by Gamasutra Community [07.25.18]
When it comes to games, is randomness a force of good or a force of evil? In this article, Nick Kinstler claims that it's neither...and both.
Design

How Nyamakop designed Semblance's spongy, deformable terrain 1
by Jack Yarwood [07.25.18]
“I think we could have spent five or ten years on this game,” says Semblance dev Ben Myres. “There’s really enough interesting stuff there that you can build on top of the core deforming terrain."
Indie, Design, Video

Blog: Breath of the Wild and the Montessori method 2
by Gamasutra Community [07.24.18]
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
Design

Blog: Thoughts on textual procedural generation and narration 3
by Gamasutra Community [07.24.18]
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
Programming, Design, Production

Blog: Is anything more important than a game's consistency? 5
by Gamasutra Community [07.24.18]
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
Design

How Landfall accidentally struck a vein with a joke battle royale game 3
by Steven T. Wright [07.24.18]
Landfall's Petter Henriksson open up about how their latest April Fools "joke" game, Totally Accurate Battlegrounds, blew up in a way they never saw coming -- and why they're happy to keep it a joke.
Indie, Design, Business/Marketing, Video

How piracy led to GOG encouraging DRM-free releases 2
by Emma Kidwell [07.23.18]
Noclip recently published a video interviewing people behind the digital distribution service GOG, starting off by discussing how piracy in early Poland lead to an anti-DRM mentality for the company.
Console/PC, Design, Video

The evolution of water rendering in video games 1
by Emma Kidwell [07.23.18]
A new video by Digital Foundry dives into the evolution of video game water rendering beginning with 8-bit and 16-bit waves.
Console/PC, Design

Don't Miss: Prioritizing accessibility made Way of the Passive Fist much better 2
by Joel Couture [07.23.18]
What the developers of Way of the Passive Fist learned from collaborating with Clint "Halfcoordinated" Lexa, a speedrunner who plays many games one-handed, helped to ensure maximum accessibility.
Console/PC, Indie, Design

Building a set piece on a budget: Designing Fe's deer colossus  
by Aron Garst [07.23.18]
Game director Andreas Beijer and lead artist Martin Rasmusson walk through the process of developing and iterating the big deer colossus set piece in their charming platformer Fe.
Indie, Design, Video

Blog: How to construct a card game 3
by Gamasutra Community [07.23.18]
In this article Nick Kinstler explains what a card file is, and provides an outline of the card game development process.
Programming, Design, Production

Blog: The appeal of the shop simulator genre 2
by Gamasutra Community [07.23.18]
The shop simulator genre has grown among indie and mobile devs over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing.
Design, Business/Marketing

Blog: Tricks of the level design trade  
by Gamasutra Community [07.23.18]
Let's look into some of the various level design techniques that can be used during the level creation process to communicate your design intent and direct the player through a level.
Design