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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
Microsoft's next Halo game is an arcade cabinet  
by Emma Kidwell [05.18.18]
Microsoft announced yesterday that its next game in the Halo franchise is actually an arcade-exclusive light-gun shooter titled Halo: Fireteam Raven.
Console/PC, Design

Blog: A study into procedural generation and replayability
by Gamasutra Community [05.18.18]
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
Design, Production

Blog: Break the loop and improve your game  
by Gamasutra Community [05.18.18]
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it.
Design

Adding and computing online skill rankings for Inversus Deluxe  
by Gamasutra Community [05.18.18]
Game dev Ryan Juckett offers a fascinating deep dive the online skill ranking system of Inversus Deluxe, covering everything from the low-level math up to the user presentation.
Social/Online, Indie, Programming, Design

Video: The visual development of Metal Gear Solid V: Ground Zeroes  
by Staff [05.17.18]
In this GDC 2013 sponsored session, Hideo Kojima and members of Kojima Productions discuss the workflow and development of Metal Gear Solid V: Ground Zeroes.
Console/PC, Art, Design, Video

Don't Miss: Level design basics from a Call of Duty modder turned pro 5
by Staff [05.17.18]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Design

Opinion: Can World of Warcraft 'stat squish' its XP levels? 3
by Katherine Cross [05.17.18]
Gamasutra contributor Katherine Cross checks in on the state of Blizzard's aging MMORPG titan and asks: 'Why not simply hit the reset button and make the new level cap...60 once again?'
Social/Online, Design

Blog: Cultural approaches to horror game design  
by Gamasutra Community [05.17.18]
An analysis of the different approaches developers in the Far East and West take when it comes to designing horror games.
Design

Microsoft launches Xbox Adaptive Controller to make games more accessible 1
by Chris Kerr [05.17.18]
Earlier this week the internet was hit with leaked photos of an all new, accessible Xbox One controller, and now Microsoft has officially lifted the lid on the device. 
Programming, Design, Business/Marketing

Blog: The importance of a strong visual identity 2
by Gamasutra Community [05.17.18]
This week I woke up to news feeds announcing a new trailer for Bethesda's Rage 2, and after watching it, it really got me thinking again about the importance of creating a strong visual identity for your game.
Design

Omensight's developers discuss making a murder mystery in just 18 months  
by Bryant Francis [05.16.18]
One of the co-creators of Omensight shares tips on managing narrative variables, streamlining animation inspiration and lessons from real-life martial arts in video games.
Console/PC, Design, Video

We're chatting with the devs behind Omensight at 3PM EDT  
by Bryant Francis [05.16.18]
We're diving into a hack-and-slash murder mystery with the makers of Omensight starting at 3PM EDT.
Console/PC, Design, Video

Browser-based VR/AR/3D toolkit Amazon Sumerian now available for devs  
by Emma Kidwell [05.15.18]
Amazon Sumerian, a platform for creating VR, AR and 3D applications, is now available for developers.
VR, Console/PC, Design

Video: How EA Sports games are designed for blind players  
by Staff [05.15.18]
In this GDC 2018 session, EA Sports' Karen Stevens discusses how gameplay without sight is currently possible for many popular EA titles.
Console/PC, Design, Video

Why procedural levels were better than handmade ones for City of Brass  
by Bryant Francis [05.15.18]
The developers behind City of Brass describe what they've learned while taking up the technology of procedural generation.
Console/PC, Design, Video

Sonic the Hedgehog devs explain how competing with Mario influenced development  
by Alissa McAloon [05.15.18]
Shmuplations has shared another translated article from its archives, this time featuring a collection of developer interviews about the creation of the original Sonic the Hedgehog.
Console/PC, Design

Don't Miss: More dirty coding tricks from game developers 7
by Staff [05.15.18]
This 2010 feature from Game Developer Magazine revisits the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Indie, Programming, Design, Production

Blog: The myth of the hero's journey
by Gamasutra Community [05.15.18]
The 'Hero's Journey' is a narrative pattern games have adopted from the film industry. Since then we've tried to build our narratives around it, but it's time to realise why that's nonsense.
Design

Blog: Designing horizontal playspaces for (the cancelled) Prey 2 1
by Gamasutra Community [05.15.18]
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...
Design

The Ocelot is a home-brew console that outputs to an oscilloscope 1
by Chris Kerr [05.15.18]
If you're a sucker for outlandish, quirky, or otherwise 'out-there' video game hardware, you'll want to feast your eyes on the Ocelot Arcade System.
Design