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December 16, 2019
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Updates » Design
Video: Lightning-fast game design lessons from the GDC 2019 Microtalks  
by Staff [10.28.19]
At GDC 2019 expert speakers get 20 slides apiece (each of which is displayed for 16 seconds before auto-advancing) to help them share a piece of game design wisdom -- in 5 minutes 20 seconds or less!
Console/PC, Indie, Design, Video, Vault

Tales from the making of Jedi Knight II: Jedi Outcast  
by Bryant Francis [10.28.19]
The developers of Jedi Knight II: Jedi Outcast look back on the original game's development and how much has changed in their game-making careers.
Console/PC, Design

Video Game Deep Cuts: The Outer Worlds Of Game Addiction 1
by Gamasutra Staff [10.27.19]
This week's highlights include a couple of pieces on the hotly awaited The Outer Worlds, and a gratifyingly complex New York Times magazine piece on the nature of game addiction - or indeed, any addiction.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Obsidian Entertainment, Insomniac Games, and more are hiring now!  
by Staff [10.25.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Programming, Art, Design, Recruitment

Inspired by 'Golden Age of RTS,' The Red Solstice 2 is strategy steeped in dread  
by Cian Maher [10.25.19]
We speak with Hrvoje Horvatek, CEO of Croatian studio Ironward and lead designer on The Red Solstice 2, about the game's classic RTS influence mixed with an original spin.
Console/PC, Design, Video

Don't Miss: Double Fine's postmortem of Brutal Legend 25
by Staff [10.25.19]
In this classic postmortem, Double Fine outlines the production of its rock god epic Brütal Legend, taking in everything from legal troubles with Activision to nitty-gritty tool development details.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Tequila Works crafted an atmospheric VR murder mystery  
by Staff [10.25.19]
In this 2017 GDC talk, Tequila Works' Jaime Gonzalez describes the artistic creative process behind the world of light and color in Tequila Works' approach to VR.
VR, Design, Video, Vault

Sponsored: Learn how to plan for performance and scale for multiplayer games in a free webinar  
by Staff [10.25.19]
Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost in this one-hour webinar!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Welcome Back, Koster: Why an MMORPG vet is back building a new virtual world 7
by Alex Wawro [10.25.19]
Raph Koster shares his thoughts on how to best design healthy virtual worlds, and how he's applying lessons learned on Ultima Online Star Wars Galaxies to his new MMORPG project at Playable Worlds.
Social/Online, Design

Don't Miss: The tricky design problem of Soma's memorable monsters 2
by Kris Graft [10.24.19]
Mechanical and strict, or random and fuzzy? Frictional Games creative director Thomas Grip shares his approach to creating the unique monsters of existential nightmare, Soma.
Indie, Design

Blog: Examining the design and UX of Miniclip's 8 Ball Pool  
by Gamasutra Community [10.24.19]
Product and UX deconstruction of an all time favourite 8 Ball Pool along with a deep dive into the psychology of skill and chance-based gratification loops and how they affect player perception.
Smartphone/Tablet, Design

Designing interesting and informative conversations in Heaven's Vault 2
by Jon Ingold [10.24.19]
Conversations should be dramatic, but maybe the player wants to just get some answers. How do you design a scene to balance both character and gameplay?
Console/PC, Indie, Design

Don't Miss: 20 years of Fallout: Lessons learned shipping games in the wasteland 3
by Alex Wawro [10.23.19]
In this classic feature, Gamasutra checks in with developers who worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

Hop on down to GDC 2020 for a Classic Game Postmortem of Q*bert!  
by Staff [10.23.19]
GDC organizers are excited to announce that one of the creators of the iconic Q*Bert is coming to GDC 2020 in March to give you the inside story on the making of this arcade classic! 
Console/PC, Programming, Art, Design

Blog: An indie postmortem of Sydney Hunter and the Curse of the Mayan 2
by Gamasutra Community [10.23.19]
As co-owner and head of marketing on Sydney Hunter, I share my experience developing this game, and how it went from going from an NES game to modern platforms.
Design, Production

Game Design Deep Dive: The creative camaraderie behind Wilmot's Warehouse 1
by Richard Hogg [10.23.19]
In this deep dive, Wilmot's Warehouse designer and artist Richard Hogg serves up a meandering and delightfully insightful look at how the emergent puzzler came to be. 
Console/PC, Design, Production

Don't Miss: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [10.22.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Indie, Design

GDC YouTube Top 5: No More Robots' Mike Rose  
by Kris Graft [10.22.19]
In this monthly series we invite brilliant people from the game industry to curate their top 5 videos from the GDC YouTube archive. This month: Mike Rose of Hypnospace Outlaw publisher No More Robots.
Console/PC, Indie, Design, Business/Marketing, GDC

Blog: Pursuing playability - Part 1 1
by Gamasutra Community [10.22.19]
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Console/PC, Design

Blog: How commercial games are designed to develop players' skills  
by Gamasutra Community [10.22.19]
Through interviews with developers behind commercial titles including Borderlands, Porta, and Tomb Raider, this post explores how such games are designed to exercise certain skills in players.
Design, Business/Marketing