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
January 28, 2020
arrowPress Releases







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


Updates » Design
Reworking the combat system in Vampire: The Masquerade Bloodlines 2 2
by Aron Garst [11.26.19]
"Something we focused on very early in development was making sure that your attack would always go hand-in-hand with movement" Florian Schwarzer, senior producer at Paradox Interactive, tells Gamasutra.
Console/PC, Design

Don't Miss: A game dev postmortem of the original BioShock 16
by Alyssa Finley [11.25.19]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock.
Design

Shovel Knight Showdown: Designing a roulette of gameplay 1
by Gamasutra Community [11.25.19]
In the upcoming platforming brawler game Shovel Knight Showdown, Yacht Club Games designed a mode called Chester's Choice that randomizes the game's many options. Yacht Club programmer David D'Angelo explains how it works.
Console/PC, Indie, Design

Video Game Deep Cuts: Half-Life: Alyx On Planet Stadia Zoo  
by Gamasutra Staff [11.24.19]
This week's roundup includes a video & other notes on VR surprise Half-Life: Alyx, some very odd economy-related shenanigans in Planet Zoo, plus Apple Arcade games you missed, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Riot creates new League of Legends champions  
by Staff [11.22.19]
In this 2017 GDC talk, Riot Games' Jeremy Lee shares the creative tools and production framework they've developed to create new champions for League of Legends.
Social/Online, Design, Production, Video, Vault

Don't Miss: Designing characters as UI in games like State of Decay 2  
by Staff [11.22.19]
Game developers from Undead Labs, Cloud Imperium, and Harebrained Schemes share their methods and philosophies for design UI that's built right into in-game characters.
Art, Design

Why Session's skateboarding design is more Skate than Tony Hawk  
by Steven T. Wright [11.22.19]
"I think a lot of the time, we have a tendency to mistake a habit for intuitiveness. Basically, you think a thing is intuitive, but it’s actually just because you’ve done it that way for so long."
Console/PC, Indie, Design

Blizzard and NetEase win Overwatch copyright lawsuit in China 1
by Chris Kerr [11.22.19]
Overwatch maker Blizzard Entertainment and Chinese distributor NetEase have been awarded $569,000 after a court found Chinese publisher 4399 Network guilty of copyright infringement.
Console/PC, Design, Business/Marketing

Blog: What lessons can action games learn from Doom? 1
by Gamasutra Community [11.22.19]
A deep dive look at what lessons action games can learn from a classic like Doom.
Console/PC, Design

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [11.21.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Design

Catch a truly Classic Game Postmortem of Star Wars Galaxies at GDC 2020!  
by Staff [11.21.19]
Leading devs Raph Koster and Rich Vogel will be presenting a Star Wars Galaxies Classic Game Postmortem at GDC 2020 in March that promises to reveal insightful stories and key lessons learned.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Sucker Punch Productions is hiring an Encounter Designer  
by Staff [11.20.19]
We’re looking for an Encounter Designer who knows how to meld interesting layouts and challenging enemies into compelling game encounters.
Design, Recruitment

Don't Miss: Shenmue director Yu Suzuki shares his unique approach to game design  
by Staff [11.20.19]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production

Writing great video game characters with Brandon Sheffield - GDC Podcast ep. 4  
by Kris Graft [11.20.19]
Brandon Sheffield is lead writer on Lab Zero's excellent action RPG platformer Indivisible. Find out how he injects humor, emotions, and personality into Indivisible's dozens of characters.
Console/PC, Indie, Design, Business/Marketing, Podcast, GDC

GDC YouTube Top 5: NYU Game Center director Frank Lantz  
by Kris Graft [11.20.19]
For November, we bring you the top GDC YouTube picks from Frank Lantz, director of NYU Game Center and a veteran of the game industry.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, GDC

Designing the drunken dialogue puzzles in Night School Studio's Afterparty  
by Bryant Francis [11.20.19]
Afterparty co-director Adam Hines of Night School Studio breaks down the design direction for the game's drunken dialogue puzzles.
Console/PC, Design

Video: Game design insights from the GDC 2019 Failure Workshop  
by Staff [11.19.19]
In this set of talks from GDC 2019 set of talks, three modern game makers share real talk and lessons learned from some of their recent failures.
Indie, Design, Video, Vault

Don't Miss: Inside the narrative design of Control, Remedy's least linear game  
by Diego Arguello [11.19.19]
In an effort to better understand the making of the game's striking narrative, Gamasutra chats with Remedy narrative designer Brooke Maggs about her work crafting Control's eerie setting.
Console/PC, Design

Blog: Designing interesting decisions in games (and when not to)  
by Gamasutra Community [11.19.19]
Sid Meier once described games as "a series of interesting decisions". But how do you design interesting decisions in your game? And what are the pitfalls to avoid when trying to design them?
Design

Play through the first-ever GDC Narrative Wall Twine games, created by GDC attendees!  
by Staff [11.19.19]
GDC organizers are excited to publish three Twine games created from the contributions of GDC 2020 attendees to the inaugural GDC Narrative Wall, each telling a tale of love, loss, and adventure!
Console/PC, Design, GDC