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March 28, 2020
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Updates » Design
Collaborate with friends and meet new ones at these GDC 2020 Community Spaces!  
by Staff [02.10.20]
This year GDC will host four community spaces (Narrative, Design, Audio, and Art), each appointed comfortably with creative aids to help you communicate and collaborate with fellow GDC attendees!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, GDC

Video Game Deep Cuts: A Pedestrian Mario Paint Pagan  
by Gamasutra Staff [02.08.20]
Latest links include a look at The Pedestrian, the people composing music in Mario Paint, the odd 'dead MMO' setting of PAGAN: Autogeny, streaming legality & Valentine's Day gaming for couples.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Vicarious Visions, Amazon Game Studios, and more are hiring now!  
by Staff [02.07.20]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Recruitment

Check out PlatinumGames' design doc for the original The Wonderful 101  
by Alissa McAloon [02.07.20]
The uploaded pages explore some of the motivations behind the game's power-in-numbers mechanics, and include modern reflections from PlatinumGames' Hideki Kamiya.
Console/PC, Design

Video: Indexing and iterating design space permutations in game dev  
by Staff [02.07.20]
In this 2016 GDC session, programmer Nathan Sturtevant covers the mathematics of counting with combinations and permutations, and how game devs can employ it in their own projects.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Sonic the Hedgehog co-creator's philosophy of game design 20
by Staff [02.07.20]
Unsung game designer Hirokazu Yasuhara, one of the 'original three' behind Sonic The Hedgehog, shares a fascinating lecture on game design and fun.
Console/PC, Design

Come to GDC and see how the Marvel's Iron Man VR devs made VR flight feel great!  
by Staff [02.07.20]
Come out to GDC 2020 in San Francisco next month, where Ryan Payton and Troy Johnson will fill you in on the unique challenges that flight presents in VR, and how the dev team overcame them.
VR, Design, GDC

Don't Miss: The world design of Diablo III 21
by Staff [02.06.20]
Blizzard designer Leonard Boyarsky talks to Gamasutra about the process of expanding the Diablo universe significantly with the third installment of the series, talking about what has both worked and what has not.
Design

5 important realizations about game balance 10
by Gamasutra Community [02.06.20]
Here are some of the most interesting things we've learned about balance during development and live operations of our competitive multiplayer games Awesomenauts and Swords & Soldiers.
Console/PC, Indie, Design

Get a job: Join Tenacious Entertainment as a UI Artist/Designer!  
by Staff [02.05.20]
Tenacious Entertainment is seeking a talented and enthusiastic UI Artist / Designer to join the team working in their Bellevue, Washington office!
Console/PC, Art, Design, Recruitment

Will Wright returns to GDC this year with a talk you won't want to miss!  
by Staff [02.05.20]
Legendary game designer Will Wright (SimCity, The Sims) will be at GDC 2020 next month to tell you all about what he's working on now, what he's learned, and how it all ties into game design!
Console/PC, Social/Online, Smartphone/Tablet, Design, GDC

Chat with the IGF-nominated devs behind Slay the Spire at 3PM EST!  
by Bryant Francis [02.05.20]
Get ready for the 2020 IGF Awards and chat with Slay the Spire developer Casey Yano!
Console/PC, Design, Video, IGF

At GDC you'll learn how Apple Arcade shaped Grindstone's engrossing design  
by Staff [02.05.20]
Capybara Games' Grindstone was one of Apple Arcade's standout hits last year, thanks in large part to its engrossing design, and at GDC 2020 next month you'll get a rare look at how it was made!
Smartphone/Tablet, Design, GDC

Road to the IGF: Flight School Studio's Creature in the Well  
by Joel Couture [02.05.20]
Creature in the Well abandons you in a deserted town filled with bizarre machines that can be awakened by bouncing energy balls off of them, adding adventure & mystery to pinball action.
Console/PC, Indie, Art, Design, Video, IGF

Don't Miss: A Classic Postmortem on how Maxis avoided sequel-itis on The Sims 2 1
by Lucy Bradshaw [02.04.20]
The Sims franchise has launched several sequels and spin-offs since getting its start 20 years ago today, so here's a look at how the team conquered challenges when making the first The Sims sequel.
Console/PC, Design, Production, Business/Marketing

Blog: Pack-ratting in games - Do players need to have it all? 1
by Gamasutra Community [02.04.20]
Developers have an unspoken duty to manage a player's desire to pick up every little thing they find in their worlds. As numerous titles have shown, there are a number of ways to do this.
Design

Blog: Lessons and statistics after four years as an indie developer  
by Gamasutra Community [02.04.20]
A look at four years of running an indie studio, including some statistics and a few lessons learned.
Design, Production, Business/Marketing

What 'Dragons Love Tacos' taught me about game discoverability 1
by Simon Carless [02.04.20]
Right now, my kid is a little bit obsessed with the kids book Dragons Love Tacos. I thought it might be an excellent starting point to examine why some things break out - and how you can stand out better with your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: PlatinumGames' guide to action game design 3
by Christian Nutt [02.03.20]
Atsushi Inaba, co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation) shares his insight on how to make world-class action games.
Console/PC, Design

Video: Cursed problems in game design  
by Staff [02.03.20]
In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive.
Console/PC, Indie, Design, Video, Vault