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June 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Design
Video: How environment artists can learn from modern interior design  
by Staff [06.11.18]
In this GDC 2014 session, Ubisoft Toronto's Dan Cox discusses the parallels between interior design techniques and how they intersect with level art and design.
Console/PC, Design, Video

Don't Miss: Using Assassin's Creed III to trace the dos and don'ts of open world design 2
by Staff [06.11.18]
Ubisoft game designer Stanislav Costiuc on the dos and don'ts of open-world game design.
Console/PC, Design

Get a job: Telltale Games is hiring a Sr. Designer  
by Staff [06.11.18]
Telltale is looking to hire an effective leader in the role of Sr. Designer to help its team in San Rafael create unique episodic games.
Design, Recruitment

Game Design Deep Dive: Making VR movement feel like a superpower in Gunheart 1
by Brian Murphy [06.11.18]
Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower.
VR, Indie, Design

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

RPG design and writing veteran Chris Avellone working on Dying Light 2 1
by Kris Graft [06.10.18]
Chris Avellone, veteran RPG writer and designer known for his work on Fallout 2, Fallout: New Vegas, Prey (2017) and many other games, is now working on Techland’s Dying Light 2 as narrative designer.
Console/PC, Design, Video, E3

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [06.08.18]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Console/PC, Social/Online, Indie, Design

Blog: Building the boss fights of X-Morph: Defense - Part 2  
by Gamasutra Community [06.08.18]
In the next article of the series we describe the creative process behind one of the bosses from X-Morph: Defense, the Tarantula Mk V.
Design

Video: How Bungie's technical designers helped animate Destiny  
by Staff [06.07.18]
In this GDC 2015 session, Bungie's Jami Jeffcoat goes over what technical designers in animation mean to Bungie.
Console/PC, Art, Design, Video

Weekly Jobs Roundup: Telltale Games, Disbelief, and more are hiring now!  
by Staff [06.07.18]
Companies like Insomniac Games and Outfit7 are looking for designers, programmers, data scientists, artists, and more on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

Blog: Making video game worlds in Yellowknife 2
by Gamasutra Community [06.07.18]
In May this year Rilla Khaled and Pippin Barr ran a Unity world-building workshop with participants in Yellowknife, Canada. This post is a summary of the workshop and its outcomes.
Design, Production

Evolve dev: 4v1 gameplay caused 'more problems that we ever imagined' 4
by Chris Kerr [06.07.18]
"We never really solved 4v1, it causes more problems that we ever imagined, and we didn't really have a team to make a competitive shooter. We had a team to build a world."
Console/PC, Design

Building Pillars of Eternity II without losing that Infinity Engine charm  
by Carli Velocci [06.07.18]
Obsidian's Josh Sawyer chats with Gamasutra about how the studio tried to update and refine its new seafaring Pillars of Eternity game without sacrificing what's special about party-based RPGs.
Console/PC, Indie, Design

Video: Crafting a linear narrative around the open-world sandbox of The Long Dark  
by Staff [06.06.18]
In this GDC 2018 session, Hinterland Games' Raphael van Lierop shares hard-won lessons about the community-informed development of The Long Dark.
Console/PC, Design, Production, Video

Weather Factory's co-founders explain the making of Cultist Simulator  
by Bryant Francis [06.06.18]
We spoke with the lead developers of Cultist Simulator to learn about everything that went into making this occult single-player card game.
Console/PC, Design, Video

Don't Miss: 7 memorable boss fights that every developer should study 5
by Staff [06.06.18]
We reached out to developers to ask for their favorite examples of great boss fights that are worthy of close study. They tended to favor the classics.
Console/PC, Design

Chat with Cultist Simulator devs Alexis Kennedy & Lottie Bevan at 4PM EDT  
by Bryant Francis [06.06.18]
We're talking to two of the developers behind Cultist Simulator starting at 4PM EDT.
Console/PC, Design, Video

Blog: Building the world of Pastorate  
by Gamasutra Community [06.06.18]
This blog explains how I constructed a game world from scratch, showing how I transformed my initial concept into an interactive novel over 15 months.
Design, Production

How an ex-DreamWorks animator imbued Ghost of a Tale with character  
by Joel Couture [06.06.18]
“A lot of it is based on having worked on movies for many years," says DreamWorks animator turned game developer Lionel Gallat of the art and world design of his debut game, ​Ghost of a Tale
Indie, Design

Noclip doc charts a path from Bethesda's Terminator game to Fallout & beyond  
by Bryant Francis [06.05.18]
Sit back, grab a Nuka-Cola, and watch Bethesda's veteran game-makers discuss their experiences making some of the company's most successful role-playing games.
Console/PC, Design, Video, E3