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July 10, 2020
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Updates » Design
Get a job: Visual Concepts is looking for a Senior Systems Designer  
by Staff [05.22.20]
The folks at Visual Concepts are looking for a Systems Designer to work on a brand new game.
Console/PC, Design, Recruitment

Don't Miss: Designing the Elusive Targets system in 2016's Hitman 6
by Bryant Francis [05.22.20]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Blog: Building an MMO screensaver  
by Gamasutra Community [05.22.20]
In this article I talk about how I designed a MMO screensaver, including techniques I used to synchronise the world and how I built the multiplayer side.
Design

From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters 2
by Jack Yarwood [05.22.20]
Level designers with a particular penchant for stealth share their go-to approaches for creating sneaky moments in games like Assassin's Creed: Syndicate, Dishonored 2, and more.
Design

Don't Miss: A classic game postmortem of Westwood Studios' Command & Conquer 2
by Staff [05.21.20]
Four of the minds behind the 1995 release Command & Conquer sat down at GDC to share an hour-long deep dive into the creation of the classic RTS game.
Console/PC, Design

Uncovering the secrets of Alien: Isolation's AI 1
by Tommy Thompson [05.21.20]
Five years since its release, there are still secrets to uncover in the AI of Alien: Isolation. So in this blog I revisit my most popular topic.
Console/PC, Design

Blog: The hidden Switch demo upside & more discoverability tricks  
by Simon Carless [05.20.20]
Why having a Switch demo may have hidden advantages, even more great trending information from SteamDB, and a host of other useful info for those looking to get their game seen.
Console/PC, Indie, Design, Business/Marketing

Blog: Developing multi-tile creatures in roguelikes 2
by Gamasutra Community [05.20.20]
Describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.
Programming, Design

Blog: Composing the interactive music of SPYDER - Part 2  
by Gamasutra Community [05.20.20]
In the second of her two-part series, game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER, which was developed by Sumo Digital for Apple Arcade.
Audio, Design

Breaking down the open-world enemy AI of Mafia III  
by Jiri Holba [05.20.20]
A broad survey of the most important systems that went into creating Mafia III’s AI such as perception, position selection and the cover system.
Console/PC, Design

Video: How Ubisoft handled NPC voice design for The Division 2  
by Staff [05.19.20]
In this GDC 2020 virtual talk Ubisoft's Adam Ritchie offers insight into the effort that goes into making NPCs talk in games like Tom Clancy's The Division 2, as well as the pipeline and tools behind it. 
Console/PC, Social/Online, Audio, Design, Video, Vault

Don't Miss: Mafia 3 and the value of putting game developers in a box 2
by Alex Wawro [05.19.20]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeaway from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Design, Production

Blog: Adding life to worlds with dialogue barks 3
by Gamasutra Community [05.19.20]
Ambient dialogue can work brilliantly to breathe life into a world, reinforce goals and lore, and make the player truly feel a part of the world.
Design

Blog: Open-world enemy AI in Mafia III  
by Gamasutra Community [05.19.20]
A broad survey of the most important systems that went into creating the AI of Mafia III, such as perception, position selection and the cover system.
Console/PC, Programming, Design

Q&A: Making XCOM tighter and more focused with Chimera Squad 1
by Alex Wawro [05.19.20]
XCOM: Chimera Squad lead designer Mark Nauta explains some of the reasoning behind the game's big changes to XCOM's turn-based tactical combat and offers some design insights straight from Firaxis.
Console/PC, Design

Q&A: Designing the gorgeous metroidvania Ori and the Will of the Wisps  
by John Harris [05.18.20]
Gamasutra speaks with Moon Studios CEO and creative director Thomas Mahler about the metroidvania-styled design decisions that made this year's Ori and the Will of the Wisps a success.
Indie, Design

Video Game Deep Cuts: The Ghost Of Id's Pro Skater  
by Gamasutra Staff [05.16.20]
The latest Video Game Deep Cuts rounds up the notable games released this week, plus delves into the history of Id Software, the return of Tony Hawk's Pro Skater & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Remedy is hiring a Senior Programmer  
by Staff [05.15.20]
The developers behind Alan Wake and Control are looking for a Senior Programmer!
Console/PC, Design

Video: How to consider player skill growth in esports-friendly games  
by Staff [05.15.20]
Learn how to improve your players' skill growth in competitive games in this useful GDC talk.
Console/PC, Design, Video

Don't Miss: A Postmortem of Double Fine's seminal classic Psychonauts  
by Caroline Esmurdoc [05.15.20]
Make your weekend reading a bit more illuminating with a look at this classic Game Developer Magazine postmortem of Double Fine's Psychonauts.
Console/PC, Design