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May 25, 2019
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Updates » Design
Video: Frog Detective Game dev shares tips for creating great comedy games  
by Staff [05.07.19]
Using examples from development of Grace Bruxner Presents: The Haunted Island, a Frog Detective Game, this GDC 2019 talk from dev Grace Bruxner focuses on the process of creating comedy games.
Indie, Design, Video, Vault

Blog: Exploring familiarity in level design  
by Gamasutra Community [05.07.19]
Artist and designer Mateusz Piaskiewicz discuss how developers can harness positive memories and experiences by injecting the level design concept of familiarity into their design.
Console/PC, Indie, Design

Porting Dead Cells to mobile: An in-depth breakdown  
by Laura Saada [05.07.19]
Laura Saada with mobile publisher Playdigious dives deep into the harrowing process of bringing a frenetic button-centric "roguevania" to touchscreen devices.
Smartphone/Tablet, Indie, Design, Production

Former Fortnite UX lead digs into ethical game design 1
by Bryant Francis [05.07.19]
Former Fortnite UX lead Celia Hodent talks to Gamasutra about building a more ethical games industry, and what it would take for lead developers to shift the way they monetize their games.
Console/PC, Social/Online, Design

Take a look at some of the earliest designs for Plants vs. Zombies  
by Staff [05.06.19]
The original Plants vs. Zombies has turned 10 years old and the game's creator has shared some of his early design doodles to celebrate.
Console/PC, Design

Video: Designing Spider-Man 2's classic web-swinging mechanic  
by Staff [05.06.19]
In this GDC 2019 classic game mechanic postmortem, dev Jamie Fristrom breaks down how the acclaimed web-swinging mechanics in Treyarch's 2004 game Spider-Man 2 were designed and implemented.
Console/PC, Design, Video, Vault

Don't Miss: A Plants vs. Zombies dev's guide to teaching mechanics to players  
by Staff [05.06.19]
In this GDC 2012 session, PopCap's George Fan walks through how he managed to get his mom to play video games through the development of Plants Vs Zombies.
Console/PC, Smartphone/Tablet, Design

Designing SteamWorld Quest's card-based battle system  
by Kris Graft [05.06.19]
Game director Peter Johansson and lead game designer Robert Olsén​ deconstruct the design of Hand of Gilgamech's fun, accessible card battle system and reflect on what makes a good deckbuilding game.
Indie, Design

Video Game Deep Cuts: Type Dreams, Death Punch Nightmares  
by Gamasutra Staff [05.05.19]
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How a ragtag band of modders restored Star Wars KOTOR II 9
by Staff [05.03.19]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design

Blog: The design pillars of Eco 1
by Gamasutra Community [05.03.19]
This week I’d like to dive into the core of Eco's design a bit, and talk about the principles that guide the design and development of the game.
Console/PC, Design

Video: Legal experts discuss the law's impact on game dev in 2019 1
by Staff [05.02.19]
In this GDC 2019 talk a panel of legal experts discusses how legal developments in emulation, privacy, and more impact your work as a game maker.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Designing the people-programming puzzler Human Resource Machine 1
by Staff [05.02.19]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Console/PC, Design

Video: The Paperboy Classic Game Postmortem  
by Staff [05.01.19]
At GDC 2019 veteran game maker John Salwitz (Paperboy, Rampart, Klax) delivers a fantastic postmortem of Atari's 1985 arcade classic Paperboy!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Understanding Inkle's approach to making unique game settings 2
by Bryant Francis [05.01.19]
Inkle cofounders Jon Ingold and Joe Humfrey share their ideas for making unique game settings that will draw your players in.
Console/PC, Design

A brief history of 3D texturing in video games  
by Chris Kerr [05.01.19]
Insomniac Games senior environment artist, Ryan Benno, has put together a super informative Twitter thread that looks at the history of 3D texturing in video games, and it's a doozy.
Console/PC, Art, Design

Microsoft is using the Xbox Adaptive Controller to support U.S. veterans  
by Chris Kerr [05.01.19]
Microsoft has partnered with the U.S. Department of Veterans Affairs to provide Xbox Adaptive Controllers to 22 initial VA rehab centers across the United States.
Console/PC, Design

Knockin' on Heaven's Vault: How Inkle designed its first 3D game  
by Bryant Francis [05.01.19]
Inkle co-founders Jon Ingold and Joe Humfrey break down the design decisions that brought Heaven's Vault to life.
Console/PC, Design

Video: How Subset Games designed Into the Breach 1
by Staff [04.30.19]
At GDC 2019, Subset Games co-founder Matthew Davis details the Into the Breach design process from early drafts to the final balancing decisions (and how they came up with that great UI!)
Indie, Design, Video, Vault

Don't Miss: A postmortem of the original Sonic the Hedgehog  
by Staff [04.30.19]
Naoto Ohshimaand Hirokazu Yasuhara discuss their perspectives on the creation of Sonic the Hedgehog in this classic game postmortem.
Console/PC, Design, Production