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July 23, 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
Video: How devs can apply the 5 domains of play to develop empathy 2
by Staff [07.13.18]
In this GDC 2018 talk, Ubisoft's Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.
Console/PC, Design, Video

Social features have cut down on toxic behavior in Overwatch 1
by Emma Kidwell [07.13.18]
Blizzard's global insights group has just finished putting together some statistics surrounding the new social features added to Overwatch a few weeks ago, including LFG and endorsements.
Console/PC, Design

Inkle Studios announces 'ink jam', encourages devs to learn ink 1
by Emma Kidwell [07.13.18]
Inkle Studios announces its first ever ink jam, a game jam running for games written using its open source scripting language ink.
Console/PC, Indie, Design

Don't Miss: Fight or flight - Exploring the neuroscience of survival horror 16
by Gamasutra Community [07.13.18]
How exactly do horror games work on the brains of players? Neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design

Blog: How 8 months in Early Access got our game done! 1
by Gamasutra Community [07.13.18]
It’s been a while since I posted on Gamasutra, but something crazy happened in my studio and I’d like to share this experience with you.
Design, Production

Blog: Romanticism and the art of Dark Souls III  
by Gamasutra Community [07.13.18]
An exploratory essay on the influence of romanticism on Dark Souls III, covering multiple artists and aspects and philosophies of the movement.
Art, Design

Blog: Are ideas cheap? In praise of strong ideas 21
by Gamasutra Community [07.13.18]
Let's examine the "ideas are cheap" mantra using both Breath of the Wild and Xenoblade Chronicles as examples.
Design

Book Excerpt: A behind-the-scenes look at building Ultima Online
by Wes Locher [07.13.18]
In these excerpts from Wes Locher's new book 'Braving Britannia', veteran game devs Chris Mayer (now lead on Fallout 76) and Raph Koster remember building one of the early virtual worlds.
Social/Online, Programming, Design

The Banner Saga 3 developers discuss making a proper grand finale  
by Bryant Francis [07.12.18]
We chatted with the developers of The Banner Saga 3 about what they've learned making the series, and what they'll be taking with them when they move on.
Console/PC, Design, Video

Weekly Jobs Roundup: Square Enix, Rockstar Games, and more are hiring now!  
by Staff [07.12.18]
From London to New York, here are just some of the many many game companies hiring community managers, designers, game directors, artists, and more on the Gamasutra Job Board.
Console/PC, Art, Design, Production, Business/Marketing

Don't Miss: What went right (and wrong) during the development of Persona 4 9
by Staff [07.12.18]
In this classic postmortem, the Atlus team behind Persona 4 discusses what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Console/PC, Design, Production

Chat with The Banner Saga 3's developers at 3PM EDT  
by Bryant Francis [07.12.18]
We're talking to some of the developers behind The Banner Saga 3 today at 3PM EDT! Join us and ask your questions.
Console/PC, Design, Video

Blog: Lessons for live game developers from X-Wing 2.0  
by Gamasutra Community [07.12.18]
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.
Design

Come out to XRDC and see how museums are using mixed-reality tech  
by Staff [07.12.18]
At XRDC in October Frog Design's Charles Yust will showcase how mixed-reality devs can work with museums to both deepen appreciation of art in existing audiences and spark it in new ones. 
VR, Design

How the Yakuza devs choose and craft the series' iconic Japanese locales  
by Alan Bradley [07.12.18]
Series producer Daisuke Sato speaks with Gamasutra about how the Yakuza devs choose, design, and later update the iconic Japanese settings (Tokyo's Kamurocho district, etc) for each game.
Console/PC, Design

Vampyr sells 450,000 copies in first month  
by Chris Kerr [07.12.18]
The Life is Strange developer broke the news in a press release written in French, and explained the sales total includes copies sold across all platforms. 
Console/PC, Design

Blog: Multiple ways of doing sprite sheet animation in Unity3D  
by Gamasutra Community [07.12.18]
The main objective of this blog post is to give you an idea about how to do Sprite Sheet Animation in Unity3D.
Console/PC, Design

Don't Miss: Deconstructing the success of The Witcher 3's open world 6
by Phill Cameron [07.11.18]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Watch our chat with the developers of Scythe: Digital Edition  
by Bryant Francis [07.11.18]
We talked to the developers behind Scythe: Digital Edition about converting a tabletop game to digital format.
Console/PC, Design, Video

Blog: Retro games as a revivalist movement  
by Gamasutra Community [07.11.18]
Let's consider retro games in the light of two important architectural movements, Neoclassicism and Gothic Revival, and see what shakes loose.
Design