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September 19, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
How Not Tonight went from workplace sim to twisted Brexit vision 1
by Bryant Francis [08.22.18]
We talked to the lead developer of Not Tonight to discuss how workplace simulators make a strong foundation for different types of games.
Console/PC, Design, Video

Developing GoldenEye 007 when the technology didn't exist 5
by Emma Kidwell [08.22.18]
In an oral history published by MEL Magazine, several members from the development team behind GoldenEye 007 discuss the unique challenges that came with designing for the Nintendo 64. 
Console/PC, Design, Production

EVE Online players further scientific research using pattern-matching minigame  
by Chris Kerr [08.22.18]
EVE Online players taking part in developer CCP Games' 'Citizen Science' project have helped scientists broaden their understanding of protein patterns within human cells.
Console/PC, Programming, Design

XRDC Speaker Q&A: Noah Falstein explores the world of FDA-approved games  
by Bryant Francis [08.22.18]
Veteran game designer Noah Falstein is speaking about his experiences making games and experiences for the healthcare field at XRDC 2018.
Console/PC, Design

Chat with one of the devs behind Brexit-themed Not Tonight at 1PM EDT  
by Bryant Francis [08.22.18]
We're talking to one of the developers behind Not Tonight at 1PM EDT.
Console/PC, Design, Video

Blog: Building a disruptive game design framework - Part 2 1
by Gamasutra Community [08.22.18]
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players.
Design, Production

Spelunky designer: Want to be an indie? Then learn how to finish games reliably  
by Chris Kerr [08.22.18]
"In my opinion, the hardest step for aspiring (commercial) indie game developers is learning to finish games consistently and efficiently."
Design, Production

Blog: Sifting though the source code for my text adventure  
by Gamasutra Community [08.22.18]
Here's the annotated Inform 7 source text to my 2014 game "Winter Storm Draco," a text adventure about foolishly walking home through a blizzard.
Programming, Design

How Six Ages builds a game around the power of myth  
by Alex Wiltshire [08.22.18]
For a medium that revels in depicting heroes, games really aren’t so hot on depicting myths. Designer David Dunham explains how he's tried to change that with King of Dragon Pass and now, Six Ages.
Indie, Design

Video: How the nemesis system in Shadow of War was designed 1
by Staff [08.21.18]
Monolith Productions' Chris Hoge describes how the nemesis system in Middle-earth: Shadow of War was expanded upon to give players an antagonistic relationship with their enemies.
Console/PC, Design, Video

Get a job: Cold Iron Studios is hiring a Sr. Content Designer for an Alien game  
by Staff [08.21.18]
Cold Iron is seeking an experienced Sr. Content Designer to join its world-class team in creating a shooter set in the Alien universe for consoles and PC.
Design

Don't Miss: Perfecting the axe recall mechanic in God of War 15
by Staff [08.21.18]
With God of War players flocking back to check out the New Game+ update, take a look at this blog post explaining how much care the dev team took to make Kratos' axe throws feel astonishingly satisfying.
Console/PC, Design

At XRDC, see how Unity bridges the gap between AR design & engineering  
by Staff [08.21.18]
At XRDC Unity's Andrew Maneri will reveal the company's new augmented reality tech called "reasoning APIs": equal parts coding, puzzle solving, and adventure-game-style ingredient substitution.
VR, Design

Until Dawn dev Supermassive is creating a horror game anthology 1
by Chris Kerr [08.21.18]
The studio has just announced plans to release a series of standalone, cinematic horror games dubbed 'The Dark Pictures Anthology.'
Console/PC, Design, Production, Video

Meet some of the indie devs quietly pushing the JRPG genre forward 6
by Steven T. Wright [08.21.18]
"There’s a big problem in indie games where everybody is just trying to remake their favorite games," says YIIK dev Andrew Allanson in this look at modern indie JRPGs. "We try to fight against that."
Indie, Design

Don't Miss: Creating dynamic audio in the destructible levels of Rainbow Six: Siege 5
by Louis Philippe Dion [08.20.18]
In this deep dive, audio director Louis Philippe Dion explores how the Siege dev team used strategically placed nodes to calculate the flow of sound in ever-changing, destructible battlegrounds.
Console/PC, Social/Online, Audio, Design

Blog: Making the first game containing Nazi symbols in Germany 16
by Gamasutra Community [08.20.18]
Battling the Nazis in World War II is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. Until now.
Design, Production

Designing omnidirectional tracks for parkour-esque racing game Lightfield  
by Gamasutra Community [08.20.18]
Lost in the Garden cofounder Julia Murczek digs into the challenges the team had to overcome when designing the race tracks for their omnidirectional racing game, in which players can drive on walls.
Indie, Design

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, and more are hiring now!  
by Staff [08.17.18]
These studios and many many more are looking for developers across multiple disciplines right now on the Gamasutra Job Board!
Art, Design, Production, Recruitment