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March 5, 2021
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Updates » Design
Blog: What every game designer should know about human psychology 1
by Gamasutra Community [12.16.20]
Understanding the role that psychology plays within the science of game development is crucial to creating memorable and engaging games.

How beautiful voxels laid the way for Teardown's heist-y framework  
by Bryant Francis [12.16.20]
Teardown co-creator Dennis Gustafsson discusses the making of 2020's biggest (and only?) heist-themed voxel game.
Console/PC, Programming, Design

Blog: A look at the revenue, expenses and statistics of Starlight X-2  
by Gamasutra Community [12.16.20]
This post details (with actual numbers) the revenue and the expenses of Starlight X-2. It's a mobile puzzle game released on Android and iOS in June 2020.
Smartphone/Tablet, Design, Production, Business/Marketing

Get a job: Playco is hiring a (remote!) Senior Game Designer  
by Staff [12.15.20]
Our ideal teammates are thoughtful, humble, and passionate professionals who can both zoom into the details and zoom out to embrace the big picture
Design, Recruitment

Best of 2020: A look back at the 5-year development of Eastshade 7
by Gamasutra Community [12.15.20]
A look back at the 5-year development of Eastshade, the open-world adventure where you play as a traveling painter.
Indie, Design, Production, Business/Marketing

Blog: Zen and the art of retro level design in Kudzu  
by Gamasutra Community [12.15.20]
In this article, I discuss the patterns, process, and spatial design principles that I am using for my non-linear retro dungeon crawler, Kudzu.
Console/PC, Design, Production

Blog: A BioShock Infinite level design analysis  
by Gamasutra Community [12.15.20]
The third part of this analysis will cover Gears, Weapons and Vigors. We'll draw to some conclusion analysing each element progression's curve.

Best of 2020: How Dishonored and Assassin's Creed designers craft iconic stealthy encounters 2
by Jack Yarwood [12.14.20]
Level designers with a particular penchant for stealth share their go-to approaches for creating sneaky moments in games like Assassin's Creed: Syndicate, Dishonored 2, and more.

Reminder: Submissions for 2021 GDC Core Concepts talks close Wednesday night  
by Bryant Francis [12.14.20]
The deadline for GDC 2021 talk submissions is December 16th at 11:59PM PST. Submit your talk before time runs out!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Using hooks and anchors to hone your marketing  
by Gamasutra Community [12.14.20]
A brief overview of a marketing exercise we find useful in narrowing down a game's core messaging.
Design, Business/Marketing

Steam gets 'experimental' with discovery  
by Gamasutra Staff [12.14.20]
Valve's latest Steam Labs experimental feature "aims to increase the surface area of the store by introducing a broader set of ways to browse Steam’s catalog of games from the outset." Does it work?
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Join Remedy as a UI Designer  
by Staff [12.11.20]
If you are passionate about F2P / Games as a Service and like taking ownership of multiple gameplay systems then this job is for you!
Design, Recruitment

Blog: Softening polygon intersections in Blightbound  
by Gamasutra Community [12.11.20]
Where geometry and foggy effects intersect, ugly seams appear. Depth Fade is a technique that can be used to fix those seams and create an effect that emulates volumetric fog.
Console/PC, Design

Best of 2020: Creating the ever-improvising text adventures of AI Dungeon 2  
by Staff [12.11.20]
AI Dungeon 2 created quite a stir upon its unveiling, so much that they had to quickly rework it to cut down on bandwidth costs.
Indie, Programming, Design

Blog: A postmortem of asynchronous 1v1 horror title Antithesis  
by Gamasutra Community [12.11.20]
Antithesis is an asynchronous 1v1 horror multiplayer game involving a player on PC and a player in VR. Here's how it was made.
Design, Production, Business/Marketing

The Last of Us Part II dominates The Game Awards 2020  
by Chris Kerr [12.11.20]
The Last of Us Part II took home the top prize at The Game Awards 2020, which returned last night to celebrate the games industry's best and brightest.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How to make a decent game trailer for less than $100  
by Gamasutra Community [12.11.20]
Squeaky Wheel CEO and lead artist Ryan Sumo shares some key concepts to consider when making a low budget trailer for your game.
Design, Business/Marketing

Get a job: LTU is hiring an Assistant Professor of Game Design  
by Staff [12.10.20]
We are looking for outstanding and potentially unconventional candidates for a tenure-track position at the rank of Assistant Professor in the Bachelor of Fine Arts in Game Design program.
Design, Recruitment

The Game Awards' Future Class highlights 50 people shaping the future of the game industry  
by Alissa McAloon [12.10.20]
A new initiative from The Game Awards aims to highlight those making waves in the game industry and are helping to shape its "bright, bold and inclusive" future.
Console/PC, Indie, Design, Production

Don't Miss: From The Witcher 3 to Cyberpunk - The evolution of CD Projekt's quest design 3
by Bryant Francis [12.10.20]
We caught up with the quest director of Cyberpunk 2077 to learn more about how his team has adapted to making content for a nonlinear RPG.
Console/PC, Design