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July 10, 2020
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Updates » Design
Blog: Is mesh-baking your assets really worth it? 2
by Gamasutra Community [06.16.20]
I had the pleasure of interviewing Ian Deane, the developer behind the famous Unity asset 'Mesh Baker' that lets you drastically reduce your draw calls so your game runs at higher frame-rates.
Console/PC, Programming, Design, Production

Video: Golden rules for designing chatbot games  
by Staff [06.16.20]
In this 2018 GDC session, Emmanuel Corno defines some "golden rules" for designing chatbot games using his own experience working on the IGF award-nominated narrative exploration game Event[0].
Console/PC, Indie, Design, Video, Vault

Blog: Understanding Dead by Daylight's engagement cycle 2
by Gamasutra Community [06.16.20]
In this article we will look at what happens after and between matches in Dead by Daylight to hook players and pull them into the next one.
Console/PC, Design

Dissecting the dual-genre design of Disintegration  
by Bryant Francis [06.16.20]
V1 Interactive CEO Marcus Lehto discusses the hybridization of first-person shooter and real-time strategy design behind Disintegration.
Console/PC, Design

Don't Miss: A look at the data-driven AI framework behind Destroy All Humans 2  
by Staff [06.15.20]
This 2009 article describes the framework that holds the data-defined behaviors that characters perform, and how those behaviors are created, pieced together, and customized in Destroy All Humans 2.
Console/PC, Programming, Design

Get a job: Join Insomniac Games as a Lead Level Designer  
by Staff [06.15.20]
The Lead Level Designer will lead the Level Design team in the operation of designing, developing, and polishing game levels including level geometry, enemy encounters, puzzles, and unique gameplay.
Design, Recruitment

Video: Designing text UX for effortless reading  
by Staff [06.15.20]
In this 2018 GDC session, inkle's Joseph Humfrey demonstrates the design techniques they use to make the text frictionless and easy to interact with in games likeĀ 80 DaysĀ andĀ Heaven's Vault.
Console/PC, Indie, Design, Video, Vault

Little Devil Inside dev apologizes for racist stereotypes shown in trailer  
by Chris Kerr [06.15.20]
Little Devil Inside developer Neostream has apologized for including racist stereotypes in the teaser trailer shown during the PlayStation 5 showcase.
Console/PC, Design

Video Game Deep Cuts: The Last Of Us, The First Little Orpheus 2
by Gamasutra Staff [06.12.20]
The latest links of the week include new games The Last Of Us Part II & Little Orpheus, plus PC shareware relic Ken's Labyrinth & lots more!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Making Insomniac's Spider-Man do what a spider can 2
by Bryant Francis [06.12.20]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Blog: Starcom: Nexus postmortem, an indie dev journey 4
by Gamasutra Community [06.12.20]
The story of a web dev who decided to become an indie dev and create his "dream game."
Console/PC, Design, Production

Don't Miss: Creating the 'hidden horror' of Observer  
by Staff [06.11.20]
Observer is a cyberpunk horror game from Polish studio Bloober Team. They stress that it isn't a survival horror experience--they prefer to call it "hidden horror" or "catharsis 2.0."
Console/PC, Indie, Design

Never Mind The Bollocks: Here's The Game Devs 1
by Simon Carless [06.11.20]
What can we learn from controversial Sex Pistols manager Malcolm McLaren about how to make your video game popular? Some experimental thoughts.
Console/PC, Indie, Design, Business/Marketing

Video: Designing Mortal Kombat 11's empowering tutorial mode 1
by Staff [06.10.20]
In this GDC 2020 virtual talkĀ NetherRealm Studios' Brian Keschinger explains how NetherRealm improved its in-gameĀ tutorials to better onboard Mortal Kombat players and increase player engagement.
Console/PC, Social/Online, Design, Video, Vault

Don't Miss: As traffic hits all-time high, Jackbox adjusting to dev'ing from home  
by Staff [06.10.20]
Jackbox Games CEO Mike Bilder joined us on the GDC Podcast to explain how his company is dealing with dramatic increases in traffic amid continuing stay at home orders in the time of COVID-19.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Blog: Making a SNES game in 2020 1
by Gamasutra Community [06.10.20]
This article presents the numerous steps of this incredible journey: designing the game, overcoming SNES-related technical issues, manufacturing new SNES cartridges...
Console/PC, Indie, Programming, Design

Blog: Some thoughts about research and upgrades in RTS games 2
by Gamasutra Community [06.10.20]
At their best, research and upgrades allow players to adapt to the battlefield and increase replayability by presenting different choices and interaction, but they can also serve up rote-memory tasks.
Design

Don't Miss: What went right (and wrong) during the development of Persona 4 10
by Staff [06.09.20]
In this classic postmortem, the Atlus team behind Persona 4 discuss what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Console/PC, Design, Production

Naughty Dog ramps up accessibility options for The Last of Us Part II  
by Alissa McAloon [06.09.20]
Naughty Dog has shared an early peek at the accessibility features built into The Last of Us Part II, toting more than 60 different settings so players can "create a gameplay experience thatā€™s right for them."
Console/PC, Design

Video: Designing Headliner to teach players about media manipulation  
by Staff [06.09.20]
In a GDC 2020 virtual talk Jakub Kasztalski explains how to use Google and Facebook to find issues important to players to create relevant narratives in games like his media bias adventureĀ Headliner.
Console/PC, Indie, Design, Video, Vault