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September 17, 2019
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Updates » Design
Don't Miss: The pros and cons of procedural generation in Overland 3
by Staff [08.29.19]
"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman.
Indie, Design

New allegations of sexual assault surface against established game devs
by Kris Graft [08.28.19]
Update: Several more developers have come forward with abuse allegations against other prominent men in the game industry in the wake of yesterday's accusations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: The Walt Disney Company is hiring a Game Designer  
by Staff [08.28.19]
The Disney Games & Interactive Experiences Team is seeking a Game Designer, Creative Development for the Disney and Pixar games team.
Design, Recruitment

Watch Richard Rouse III discuss the design of The Church in the Darkness  
by Bryant Francis [08.28.19]
Veteran game designer Richard Rouse III dropped by the GDC Twitch channel to discuss the underlying design of The Church in the Darkness
Console/PC, Design, Video

Don't Miss: Creating the free-flowing text conversations in Mr. Robot:1.51exfiltrati0n 4
by Staff [08.28.19]
Adam Hines and Kevin Riach talk about creating the free-flowing real-time text conversations in Mr. Robot:1.51exfiltrati0n.
Smartphone/Tablet, Design

Chat with Church in the Darkness dev Richard Rouse III at 3PM EST  
by Bryant Francis [08.28.19]
Join the developer of cult infiltration simulator The Church in the Darkness for a chat about hte game's design and development at 3PM EST.
Console/PC, Design, Video

Blog: Second looks at snowballing  
by Gamasutra Community [08.28.19]
Why Not Games programmer and designer Nikhil Murthy takes a deeper look at snowballing in video games.
Design

Blog: Depiction of war in games - can you do better? 11
by Gamasutra Community [08.28.19]
Bohemia Interactive Simulations design director Andrew Barron discusses differences between war in games vs war in real life and in training simulations.
Design

20 years after Seaman, Saito reflects on creativity and making new, strange things 1
by Kris Graft [08.28.19]
Two decades after the release of virtual pet oddity Seaman, the game's designer Yoot Saito answered our questions about working on the Dreamcast and making new, weird things.
Console/PC, Design

Fumito Ueda on weaving empathy into victory in Shadow of the Colossus  
by Alissa McAloon [08.27.19]
Designer Fumito Ueda notes that he started to question the sense of accomplishment players would feel when taking down monsters during the development of Shadow of the Colossus.
Design

Video: The three phases of designing Episode's interactive fiction  
by Staff [08.27.19]
In this 2017 GDC talk, Pocket Gems' Michael Dawson explains how the Episode teams take a story idea and design it into a polished interactive mobile entertainment experience in three phases.
Smartphone/Tablet, Design, Video, Vault

'Why all of our games look like crap': One dev's lessons in art style 7
by Gamasutra Community [08.27.19]
Independent game developer Jeff Vogel knows his games aren't so pretty, but he's been successfully selling them for 25 years, nonetheless. He's got his reasons for not fixing the "problem."
Art, Design

Blog: A primer on sound design for video games 1
by Gamasutra Community [08.26.19]
We're going to analyze a few of the audio samples created for Bite the Bullet, and how they work to support the feel of the game.
Audio, Design

Blog: Five cool things about the design of Dragon Bridge
by Gamasutra Community [08.26.19]
Author of 'Clockwork Game Design' talks about some of the properties of the design, as well as the theory behind it, for his newest title, Dragon Bridge.
Design

Creating a narrative focused mission design doc: A Last of Us example 2
by Gamasutra Community [08.26.19]
This blog post shows how I created a mission design document for a narrative driven game using The Last of Us as an example.
Design

Video Game Deep Cuts: The Remnants Of A Lie-Telling Anthem  
by Gamasutra Staff [08.25.19]
This week's roundup includes Remnant: From The Ashes and Telling Lies, as well as a new Westworld VR title, 20 years of Sid Meier's Alpha Centauri, Steam China, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The level design of Celeste  
by Staff [08.23.19]
Lead developer of Celeste Matt Thorson goes into detail about designing numerous hardcore platforming stages that make up the game.
Console/PC, Indie, Design

Game stores: you need more real-time charts! 2
by Simon Carless [08.23.19]
Why don't all video game stores have prominent, detailed real-time charts showcasing new & trending games using actual sales, versus obfuscating them under 'featured' titles or complex menu navigation?
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Using UI as a means to tell a story, convey emotion, and create personality
by Nathalie Lawhead [08.23.19]
Throughout development of the Electric Zine Maker I’ve been trying to find some time to finally talk about UI, and how important it is to view it as part of your world building.
Console/PC, Design

Video: Inside the transmedia storytelling of Final Fantasy XV  
by Staff [08.22.19]
In this 2017 GDC talk, Square Enix's Dan Inoue discusses what rules were made and broken to maintain a cohesive, coherent narrative in Final Fantasy XV.
Console/PC, Design, Video, Vault