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June 23, 2018
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  • Editor-In-Chief:
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  • Editor:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video

Blog: Group pathfinding and movement in RTS games 3
by Gamasutra Community [05.24.18]
A practical approach to problems making group movement feel good and co-ordinated in an RTS style game.
Design

The future of PlayStation may be portable, says Sony exec 2
by Bryant Francis [05.23.18]
According to PlayStation boss John Kodera, the possibility of PlayStation embracing portable games may again be a part of the company's future.
Console/PC, Design, Business/Marketing

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Blog: Producing tangibly minatory creatures in games  
by Gamasutra Community [05.23.18]
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit.
Design

Blog: Game design beyond screens and joysticks - Part 2  
by Gamasutra Community [05.23.18]
Tatiana Vilela dos Santos is an indie designer and digital artist making games with special interfaces, and she wants to talk about game design beyond the world of screens and joysticks.
Design

Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT  
by Bryant Francis [05.23.18]
We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT.
Console/PC, Design, Video

Blog: Defining variance and understanding replayability 1
by Gamasutra Community [05.23.18]
For the final part of my look at replayability, we're going to talk about what variance is, and how games have to be designed to be replayable.
Design

Art Design Deep Dive: Rendering the player as a form of pure energy in Recompile 3
by Gamasutra Community [05.23.18]
Phigames' Phi Dinh writes about how the studio's upcoming Recompile's humanoid protagonist rendered as a form of pure energy, using instanced cube meshes with a custom shader.
Indie, Design

Building a light-hearted puzzle game around Friday the 13th's Jason Voorhees  
by Joel Couture [05.22.18]
“As with Slayaway Camp, we were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design

Blog: Drawing inspiration from a global community of game devs  
by Gamasutra Community [05.22.18]
For me, the best thing about game conferences is meeting fellow developers from around the world and hearing their stories. Here's why I value those interactions above all else.
Design

Blog: Making strategy games interesting to read  
by Gamasutra Community [05.22.18]
In a strategy game reading is the process of parsing the information on the board, allowing players to identify threats and opportunities. This article can help you make that text interesting to read.
Design

Building the boss fights of X-Morph: Defense - Part 1  
by Gamasutra Community [05.22.18]
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph:Defense.
Design

Why the Cultist Simulator devs built their Lovecraftian game on a house of cards  
by Carli Velocci [05.22.18]
Cultist Simulator devs Alexis Kennedy and Lottie Bevan speak to the highs and lows of designing games around cards, the value of a minimalist interface, and walking the tightrope of indie game dev.
Indie, Design

Video: The combat design of DOOM 1
by Staff [05.21.18]
In this GDC 2018 session, id Software's Kurt Loudy & Jake Campbell go into the philosophy behind the combat design of 2016's DOOM and its implementation.
Console/PC, Design, Video

Blog: Game design beyond screens and joysticks - Part 1  
by Gamasutra Community [05.21.18]
Tatiana Vilela dos Santos is an indie designer and digital artist making games with special interfaces, and she wants to talk about game design beyond the world of screens and joysticks.
Design

Microsoft calls on community to help make Xbox more accessible
by Chris Kerr [05.21.18]
The console maker plans to run an 'idea drive' on its new Xbox Ideas site dedicated to ease of access across the Xbox ecosystem. 
Design

Blog: How we created a bullet hell brawler  
by Gamasutra Community [05.21.18]
In this article I talk about my effort to bring together two, somewhat incompatible, game types into a single game.
Design, Production

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Gamasutra Staff [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Scavenger Studio discuss making Darwin Project a watchable game 1
by Bryant Francis [05.18.18]
Lead developers Simon Darveau and Keane Tan discuss the process of making 'watchable' multiplayer games while we stream Darwin Project.
Console/PC, Design, Video