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July 22, 2018
arrowPress Releases
  • 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
Blog: How we designed an erotic user-interface  
by Gamasutra Community [06.19.18]
A short essay on making an erotic game with classical user-interface elements and the challenges of avoiding a penis-centric reading of the slider.
Design

How useful errors and evolving player skills shape Fortnite's UX 7
by John Harris [06.19.18]
Ben Lewis-Evans, lead UX researcher at Epic Games, discusses his work on games like Fortnite and how UX researchers can preserve the roughness of good game design.
Console/PC, Design

Video: Creating the narrative of Rise of the Tomb Raider  
by Staff [06.18.18]
In this GDC 2016 talk, writers and narrative designers from Rise of the Tomb Raider discuss how they worked together to build the next stage of Lara Croft's adventures.
Console/PC, Design, Video

Don't Miss: A Game Design Deep Dive into Darkest Dungeon's Affliction System 3
by Staff [06.18.18]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design

Blog: Building the boss fights of X-Morph: Defense - Part 3  
by Gamasutra Community [06.18.18]
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense, and why we decided to get rid of it completely.
Design

Blog: Are battle royale titles the next big esport? 7
by Gamasutra Community [06.18.18]
Battle royale titles and Fortnite in particular have taken over multiplayer and streaming, but does the genre have the legs to be the next big esport?
Design, Business/Marketing

How Avalanche and id are working together to build a new Rage  
by Kris Graft [06.18.18]
Rage 2 game director Magnus Nedfors explains how Avalanche and id started collaborating, shedding some light on what he and his team have learned about making open-world games that feel dynamic.
Console/PC, Design

Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Behind the motion-capture kiss in The Last Of Us Part II 3
by Emma Kidwell [06.15.18]
Advanced facial capture helped orchestrate the kiss featured in the trailer for The Last Of Us Part II.
Console/PC, Art, Design

Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!  
by Staff [06.15.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Design, Recruitment

Blog: Chess + Rogue = Chogue - some notes on hybrid game design 2
by Gamasutra Community [06.15.18]
An introduction to Pippin Barr and Jonathan Lessard's chess-Rogue mash-up called Chogue, and the specific exploration of game design space its hybrid nature facilitates.
Design

Blog: Finding the magic in VR-centric design 1
by Gamasutra Community [06.15.18]
This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder.
VR, Design

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Console/PC, Indie, Design, Video

Avalanche EP: livestreaming 'can't not' influence game development now  
by Bryant Francis [06.14.18]
One of the executive producers on Just Cause 4 explains how streaming has changed the studio's approach to game development.
Console/PC, Design, Production, E3

Sekiro: Shadows Die Twice will play much differently than Bloodborne  
by Emma Kidwell [06.14.18]
Sekiro: Shadows Die Twice director Hidetaka Miyazaki discusses how the upcoming FromSoftware title will differ from Bloodborne.
Console/PC, Design

Blog: Windows aesthetics for a speculative sex game 1
by Gamasutra Community [06.14.18]
An essay about the influence of visual aesthetics on design decisions in a game about a future in which we have erotic relationships with our software rather than people.
Design, Production

Nintendo boss says loot boxes have 'gotten a bit of a bad rap' 5
by Chris Kerr [06.14.18]
Nintendo of America boss Reggie Fils-Amie has thrown his two cents into the loot box debate, and says the polarizing monetization model has "gotten a bit of a bad rap."
Design, Business/Marketing

How Captain Spirit is helping Dontnod prep for Life is Strange 2 1
by Bryant Francis [06.14.18]
"Captain Spirit lets us prepare ourselves to completely launch a new game," says Dontnod's Raoul Barbet. "It allows us to train ourselves to design with those new ways of thinking and interaction."
Console/PC, Design, E3

Cyberpunk dev: QA can absolutely help your team prevent offensive moments 14
by Bryant Francis [06.13.18]
If you're trying to keep hateful moments from showing up in your game, your QA team may helpful in flagging them before they ship, says one quest designer from CD Projekt Red.
Console/PC, Design, E3