Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 24, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
How When Ski Lifts Go Wrong hits the right mix of blood and physics puzzles 1
by Jupiter Hadley [04.04.19]
Jonny Hughes, one of the developers behind comedic ski lift-building game When Ski Lifts Go Wrong, talks with Gamsutra about the design and development of this silly physics puzzler.
Indie, Design, Video

Event feedback leads Falcon Age devs to make combat optional  
by Alex Wawro [04.03.19]
It's a nice demonstration of how a studio can make their games more accessible to those who might like to play without the stress of being attacked.
Indie, Design

Video: How Media Molecule took Dreams from jam idea to playable game engine  
by Staff [04.03.19]
On the GDC 2019 Main Stage, Media Molecule cofounder Siobhan Reddy shares the story of how the studio's upcoming game Dreams evolved from game jam idea to full-blown playable game-making engine.
Console/PC, Design, Production, Video, Vault

Don't Miss: Bringing Deer Hunter from concept to retail in just three months  
by Staff [04.03.19]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller in the late 90s.
Design, Production

Blog: An open world analysis of Breath of the Wild  
by Gamasutra Community [04.03.19]
Analyzing the open world design in The Legend of Zelda: Breath of the Wild to break down Nintendo's level design and use of topography to guide where the player goes.
Console/PC, Design

'Roguelike' from another planet: The big ToeJam & Earl: Back in the Groove interview 2
by John Harris [04.03.19]
We speak with Greg Johnson, developer behind the original ToeJam & Earl games and the recently-released ToeJam & Earl: Back in the Groove about laid-back, funky games and roguelike design.
Console/PC, Indie, Design, Video

Get a job: ZeniMax Online Studios is hiring a Senior Combat Designer  
by Staff [04.02.19]
ZeniMax Online Studios is looking for a dev to maintain and improve the health of the combat experience including balance, bug fixing, system improvements, and development of new features.
Design, Recruitment

These are Gamasutra's favorite slides from GDC 2019 1
by Bryant Francis [04.02.19]
The Gamasutra editorial team shares their favorite photos of slides from different GDC 2019 talks.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Don't Miss: Building and balancing Battletech's procedural missions 3
by Staff [04.02.19]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

Blog: A short analysis of monetization in Apex Legends  
by Gamasutra Community [04.02.19]
A short analysis of Apex Legends monetization using framework of desire creation and desire fulfilment. TL;DR: Apex sells customizations by shoving it in your face constantly and they are good at it.
Console/PC, Design, Business/Marketing

Blog: A different take on Sekiro Shadows Die Twice 8
by Gamasutra Community [04.02.19]
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
Console/PC, Design

Don't Miss: A different approach to difficulty 4
by Alex Vu [04.01.19]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design

What Astroneer's devs learned while leaving Early Access  
by Bryant Francis [04.01.19]
One of the lead developers on Astroneer breaks down what his company has learned since completing the journey through Early Access.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones? 1
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Why 11 Bit Studios endeavors to put emotion and meaning first in game dev  
by Alissa McAloon [03.29.19]
"We didn't want to do this hard mentally tiring game […] so we thought hey maybe we’ll do some 'gamer's game' with a cool idea and cool gameplay. But at the end it just sucked.”
Indie, Design, Production, GDC

Designing for deck-building in video games  
by Diego Arguello [03.29.19]
Gamasutra speaks with designers behind SteamWorld Quest, Hand of Fate, Slay the Spire, and Cultist Simulator to find out tips and methods for card-based design in video games.
Console/PC, Indie, Design

Video: A West of Loathing design postmortem  
by Staff [03.28.19]
In this 2018 GDC session, Zack Johnson breaks down the tools and technology the Asymmetric Publications team used to make West of Loathing
Indie, Design, Video

Don't Miss: Streamlining how players deal with death in games 23
by Staff [03.28.19]
Designer Dan Andrei Carp explores different ways that developers have made death less painful for the player across a wide range of games, as a Game Over screen "only serves to add insult to injury."
Design

Wash your game's windows: An argument for clean mechanics 3
by Gamasutra Community [03.28.19]
Independent game dev Lars Doucet (Defender's Quest) says: "Playing a game with unclear mechanics is like peering through a dirty, smudged window. This calls for some Windex!"
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Systemic AI design in Just Cause 3  
by Staff [03.27.19]
In this 2017 GDC session, Avalanche Studios' Robert Meyer discusses the technical designs, interfaces, and methods the studio used to develop a robust AI system that was flexible for level designers.
Console/PC, Programming, Design, Video