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September 22, 2018
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  • Editor-In-Chief:
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  • Editor:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Video: How Severed blends 2D and 3D visuals  
by Staff [06.28.18]
In this GDC 2016 session, Drinkbox Studios' Augusto Quijano offers some insight into the visual design of the 2D/3D hybrid game Severed.
Console/PC, Art, Design, Video

Warner Bros. calls Bethesda lawsuit against Westworld game 'baseless'  
by Emma Kidwell [06.28.18]
Warner Bros. and Behaviour Interactive released a statement today regarding the Westworld mobile game, calling out Bethesda's accusations of copyright infringement against them "baseless."
Smartphone/Tablet, Design, Business/Marketing

Owlchemy explores the future of room-scale VR interaction design at XRDC!  
by Staff [06.28.18]
Come to XRDC in October, where Owlchemy Labs' Devin Reimer and Andrew Eiche will be delivering a forward-looking session on "The Holodeck is Here...Now What?: Advanced Interactions for Room-Scale VR."
VR, Design

Blog: The Westworld fallout - A discussion on work-for-hire 5
by Gamasutra Community [06.28.18]
I want to discuss the recent lawsuit filed by Bethesda Softworks against Behaviour Interactive regarding the similarities between the new Westworld mobile game and Fallout Shelter.
Design, Production

Blog: Planning and game flow architecture 1
by Gamasutra Community [06.28.18]
Dead Body Falls is a VR story driven game published recently by Black River Studios and this post describe how the gameplay architecture was developed.
VR, Design, Production

What Mike Bithell learned in writing his first sequel: Quarantine Circular  
by Samuel Horti [06.28.18]
"There’s going to be more people doing this kind of thing going forward because it removes some of the technical risk," Bithell says after making first Subsurface, then Quarantine Circular.
Indie, Design

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

Weekly Jobs Roundup: Telltale Games, Square Enix, and more are hiring now!  
by Staff [06.27.18]
From indie to triple-A, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Console/PC, Programming, Design, Production, Recruitment

Don't Miss: Deconstructing Heavy Rain and its billing as an interactive film 23
by Ian Bogost [06.27.18]
Ian Bogost looks at Quantic Dream's Heavy Rain in the context of film and cinematography's history to explain why he feels the game, billed as an "interactive film," is not quite that.
Console/PC, Design

Bringing narrative to heel: How Xavier Woods mixes video games and wrestling  
by Katherine Cross [06.27.18]
Educational psychologist and WWE wrestler Xavier Woods speaks about the overlap between the storytelling of professional wrestling and narrative design in games.
Social/Online, Design

Blog: Weird and not-so-weird concepts that could take the fighting genre forward 1
by Gamasutra Community [06.27.18]
Inspired by the Twitter account @goodFGideasmm, I've decided to write about some ideas I've got for a couple of fighting titles. Hopefully this will be a deep dive into some unique concepts.

PUBG Corp. drops lawsuit against Fortnite creator Epic Games 6
by Chris Kerr [06.27.18]
The lawsuit alleged Fortnite was far too similar to PlayerUnknown's Battlegrounds, which ignited the battle royale frenzy when it launched in March 2017
Console/PC, Design, Business/Marketing

Blog: The art of difficult card game design - Part 1  
by Gamasutra Community [06.27.18]
Games are meant to be fun, but sometimes designers can take things too far and create designs and mechanics that just aren't enjoyable. Here's how to avoid them.

'Emergent gameplay': RPG devs mull what the future holds for big RPGs  
by Alex Wawro [06.26.18]
"[I'm] fascinated by the emergent gameplay that comes from open-world systems," Brian Fargo tells RPS. "Yet we love storytelling, and so we want to explore how we might be able to merge those worlds."
Console/PC, Design

Video: How Insomniac reinvented the Ratchet & Clank franchise  
by Staff [06.26.18]
In this GDC 2018 talk, Ratchet & Clank veterans Brian Allgeier and TJ Fixman share their stories about the evolution of the franchise.
Console/PC, Design, Video

For Sable, developing an evocative art style comes first  
by Emma Kidwell [06.26.18]
In an interview with Forbes posted earlier today, Shedworks' Gregorios Kythreotis discusses the aesthetic design of Sable, an upcoming open world exploration game set in a stylized desert. 
Indie, Design

Blog: How can you understand players better? 2
by Gamasutra Community [06.26.18]
How we do community management at Pixonic, and why we appreciate the angriest comments and value personal communication with everyone.

Get expert insight into how to build VR/AR training tools at XRDC  
by Staff [06.26.18]
Devs, come to XRDC in San Francisco this October to see Boeing lead technical integrator Eric Spalding presenting a fascinating session all about the opportunities (and challenges) of AR/VR training!
VR, Design

Blog: Why simple design is good design 2
by Gamasutra Community [06.26.18]
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem.

Streaming-only RPG looks to build on Twitch Plays Pokemon model 1
by Chris Kerr [06.26.18]
Indie outfit Shiny Shoe has launched a new streaming-only RPG that takes more than a few cues from Twitch Plays Pokemon.
Design, Business/Marketing