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Updates » Exclusive
Game design portfolio-building tips from a Creative Assembly vet Exclusive 2
by Simon Mann [04.17.18]
In this helpful article, Creative Assembly senior designer Simon Mann describes ways to think like a designer and help build a strong game design portfolio to get yourself noticed.
Console/PC, Design, Exclusive

Life Is Strange writer on how to run a successful writer's room Exclusive  
by Simon Parkin [03.19.18]
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room.
Console/PC, Indie, Design, Production, Exclusive, GDC

Tired of coding jumping from scratch, dev debuts new 2D Unity game engine Exclusive 1
by Alex Wawro [07.11.17]
"In my career, I’ve probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie, Production, Exclusive, Video

Inside the next Xbox: Project Scorpio and its brand-new dev kit Exclusive 7
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 9
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

How Ubisoft builds giant games using giant teams Exclusive 1
by Alex Wawro [02.25.16]
Ubisoft Montreal's Chadi Lebbos chats with Gamasutra about, among other things, how the company's global patchwork of studios try to collaborate on big games without wanting to kill each other.
Console/PC, Production, Exclusive

The Comeback: Why Warren Spector is making games again Exclusive 6
by Alex Wawro [02.22.16]
"I wanted to make sure I didn't become one of those teachers who used to make games." After years away, veteran game designer Warren Spector tells Gamasutra why he's itching to make games again.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Amazon launches new, free, high-quality game engine: Lumberyard Exclusive 31
by Christian Nutt [02.09.16]
Built using CryEngine's tech and completely free to download and use, this new engine -- which can currently deploy products on PC, PlayStation 4, and Xbox One -- is powered by Twitch and Amazon Web Services.
Console/PC, Smartphone/Tablet, Programming, Business/Marketing, Exclusive

State of the Industry: Game devs offer opinions on our VR future Exclusive 5
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR, Design, Production, Exclusive

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

What developers, analysts think of the $600 Oculus Rift price tag Exclusive 33
by Staff [01.06.16]
What do industry analysts think of the recently announced $599/£499/€699 price point for the Oculus Rift?
VR, Business/Marketing, Exclusive

Inside the world of Yo-Kai Watch Exclusive 1
by Christian Nutt [11.20.15]
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.
Console/PC, Design, Exclusive

Tomb Raider and the clash between story and violence in games Exclusive 50
by Simon Parkin [11.19.15]
Game writers craft sophisticated narratives tho explain the desires and actions of their protagonists. But that's often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC, Design, Exclusive

Don't Miss: What the heck is Yo-Kai Watch? 10 things to know Exclusive 3
by Christian Nutt [11.05.15]
Want to understand what's up with the next big franchise from Nintendo and Level-5? This article lays it all out for you, from game to anime, comics, and toys -- and potential for Western success.
Console/PC, Exclusive

Classic Postmortem: The Operative: No One Lives Forever Exclusive GDMag Exclusive 6
by Craig Hubbard [11.04.15]
Monolith's campy spy-themed shooter turns 15 this month. Here's designer Craig Hubbard's in-depth postmortem that first ran in 2001.
Exclusive, History, GD Mag Exclusive

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Miitomo: What's Nintendo trying to do with its first smartphone app? Exclusive 7
by Christian Nutt [10.29.15]
So what's the deal with Miitomo? Christian Nutt takes a look at Nintendo's first app, and places it in context.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive