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October 20, 2019
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Updates » Design
Deep Dive: Telling Lies - Making a mechanic out of scrubbing video 1
by Sam Barlow [10.08.19]
Sam Barlow, writer and director of FMV game Her Story, offers a fantastic breakdown of the video scrubbing mechanic of Her Story follow-up Telling Lies.
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: The aesthetics of frustration in Getting Over It 2
by Alex Wiltshire [10.07.19]
"This is one of the things I'm most interested in," says Foddy. "As a game designer, the most fundamental problem you're up against is that games don't matter, they're fake."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Rebranding difficulty modes in Cogmind 2
by Gamasutra Community [10.07.19]
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.
Design

Designing the personality-based narrative system of Jenny LeClue  
by Jack Yarwood [10.07.19]
Indie studio Mografi tells us how the team designed the narrative system of Jenny LeClue - Detectivu, and how choices were implemented to define character personality, as opposed to shaping the plot.
Console/PC, Smartphone/Tablet, Indie, Design, Video

Get a job: Insomniac, Manticore, and more are hiring now!  
by Staff [10.04.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Don't Miss: Producing Silent Hill and the challenge of making portable games scary  
by Staff [10.04.19]
In this 2006 feature, Gamasutra spoke with the producer for PSP title Silent Hill Origins and the Silent Hill digital novel about how one goes about making portable games scary.
Design, Production

Video: Go behind the scenes of Forza Horizon 3's mesmerizing skies  
by Staff [10.04.19]
In this 2017 GDC talk Playground Games' Jamie Wood explains how the company developed a technique for shooting high resolution 24 hour HDR time-lapse photography in Forza Horizon 3. 
Console/PC, Design, Video

Blog: Engaging level design for combat - Part 2  
by Gamasutra Community [10.04.19]
In the second part of my blog series, I talk about the next step towards building a good combat phase, which is all about the planning and pre-production.
Design

Alt.Ctrl.GDC Inspirations: Neon Nemesis, the arcade cabinet with a twist  
by Staff [10.04.19]
Neon Nemesis is a remarkable feat of engineering and a one-of-a-kind arcade game, one that hopefully inspires more game devs to think outside the box and submit a project for Alt.Ctrl.GDC 2020!
Indie, Design, alt ctrl gdc

Blog: Unlocking the full power of Unity Animator's interruption feature 1
by Gamasutra Community [10.04.19]
The interruption mechanism in Unity’s Animator tool is often misused or completely skipped altogether, so here's a blog explaining how you can unlock its full potential.
Design

Don't Miss: In It To Minit: Designing a world of one-minute adventures  
by Alissa McAloon [10.03.19]
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice.
Console/PC, Indie, Design

Blog: Simple and effective character pose prediction in Cascadeur  
by Gamasutra Community [10.03.19]
Banzai Games founder Evgeniy Dyabin and his colleagues Alexander Grishanin and Maxim Tarasov explain how they invented a pose prediction tool for their new character animation software Cascadeur.
Programming, Design

Blog: A development postmortem for The Painscreek Killings  
by Gamasutra Community [10.03.19]
A look at the conception and development of EQ Studios' first title, a murder mystery investigation game, and how it managed to make players feel like real-life detectives.
Console/PC, Design, Production

Watch Adam Saltsman explain how Overland was 'tuned for drama'  
by Bryant Francis [10.02.19]
Adam Saltsman breaks down the design decisions that contributed to Overland over on the GDC Twitch channel.
Console/PC, Smartphone/Tablet, Design, Video

Don't Miss: 7 horror games (plus some movies) every designer should study 22
by Alex Wawro [10.02.19]
In this timeless feature, Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why.
Console/PC, Indie, Design

Chat with the makers of Overland today at 3PM EST  
by Bryant Francis [10.02.19]
Take a ride in Overland with a dog at your side with the folks from Finji today at 3PM EST on the GDC Twitch channel.
Console/PC, Design, Business/Marketing

Bringing out the best in your game dev team 2
by Tanya X. Short [10.02.19]
This three-part series will cover three aspects of creative leadership, i.e. that messy head-space where lead designer meets producer, starting with creative direction as internal pitching.
Design, Production

Blog: Towards a language of video games - Part 1 4
by Chris Kerr [10.02.19]
The first part of a blog series looking at the practical application of spatial theory to game design by examining game mechanics in relation to to LeFebvre's triad.
Design

Blog: The science behind a fun and successful casual game  
by Gamasutra Community [10.01.19]
If you're looking to create a well-balanced mobile game, here are some of the key steps you can take.
Design

Don't Miss: Choice design with Zachtronics' Matthew Burns - GDC Podcast ep. 2 2
by Kris Graft [10.01.19]
Matthew Burns of Zachtronics joins the new GDC Podcast to talk about his arresting visual novel Eliza, a story about the ethical conflicts surrounding an AI therapy program. How does a game with so little choice say so much about player agency?
Console/PC, Indie, Design, Production, Business/Marketing, Podcast, GDC