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July 23, 2019
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Updates » Design
Opinion: How Draugen lets down its characters  
by Katherine Cross [05.28.19]
'At its best, this is a story that mints beautiful phrases in a heroically gorgeous setting,' opines writer Katherine Cross. 'But in the end Draugen shyly reaches for something well beyond its grasp.'
Indie, Design

Don't Miss: 7 classic arcade games that can still teach developers lessons today 2
by Staff [05.28.19]
These classic arcade games have tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, creative powerups, and efficient storytelling.
Console/PC, Art, Design

Blog: Design trajectories in Let's Play: Ancient Greek Punishment: Chess Edition  
by Gamasutra Community [05.28.19]
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.
Design

Blending Zelda with pinball mechanics in Creature in the Well  
by Steven T. Wright [05.28.19]
Creature in the Well hearkens back to the simple joy of controlling a ball as it caroms around a room, layering a top-down Zelda-like hack-and-slash schema onto one of the medium's most fundamental forms of play.
Console/PC, Indie, Design

Using 'sensitive triggers' to make great jump scares in Close to the Sun 1
by Bryant Francis [05.27.19]
Close to the Sun's lead designer explains how the studio implemented a smarter version of jump scares that are more conducive to open-ended 3D games.
Console/PC, Design

Get a job: Square Enix, Volition, and more are hiring now!  
by Staff [05.24.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

Proposed anti-loot box bill has big implications for devs and publishers 56
by Chris Kerr [05.24.19]
The proposed bill would serve to "regulate certain pay-to-win microtransactions and loot boxes," and could drastically change how devs and publishers use certain monetisation mechanics in the States.
Design, Business/Marketing

Blog: Understanding the impact of the creative gaming revolution 3
by Gamasutra Community [05.24.19]
A new paradigm of game design is gaining steam - Creative Gaming is a booming alternative to challenged-based design, and its impact will forever change the video game industry.
Design

Designing for horror and hope in A Plague Tale: Innocence 1
by Bryant Francis [05.24.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Console/PC, Design

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Console/PC, Indie, Programming, Design, Video, Vault

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [05.23.19]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations.
Console/PC, Indie, Design

Blog: A technical approach to Titan's environment in Afterlight  
by Gamasutra Community [05.23.19]
Afterlight has a strong narrative aspect that its achieved by a carefully balanced mix of actual Titan's documentation and its creative interpretation.
Programming, Design

Blog: Why crunch will break the best and brightest in the industry  
by Gamasutra Community [05.23.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Smash the team, and you damage everything.
Design, Production

Blog: The double-edged sword of live service games 4
by Gamasutra Community [05.23.19]
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
Design

The Playdate is a new crank-clad handheld from Firewatch publisher Panic 1
by Chris Kerr [05.23.19]
Firewatch and Untitled Goose Game publisher Panic has unveiled an experimental portable games console called Playdate. 
Console/PC, Design, Business/Marketing

Game Design Deep Dive: Re-imagining the double-jump in The Messenger  
by Thierry Boulanger [05.23.19]
Thierry Boulanger at Quebec-based studio Sabotage goes in-depth on the design of the "Cloudstep" -- the core gameplay mechanic of standout platformer, The Messenger.
Indie, Design, Deep Dive

Video: The care and feeding of live narrative game Fallen London  
by Staff [05.22.19]
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them.
Social/Online, Indie, Design, Production, Video, Vault

Come to XRDC and see how VR devs are improving healthcare for kids!  
by Staff [05.22.19]
Register now for XRDC 2019 this October in San Francisco's beautiful Fort Mason Festival Pavilion, where Packet39 cofounder Shachar Weis will show you how VR is improving healthcare for kids!
VR, Serious, Design, Business/Marketing, XRDC

Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Indie, Design, Video

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Indie, Design, Production, Business/Marketing, Video, Vault