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May 25, 2019
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Get a job: Telltale Games is hiring a Sr. UI Designer
Telltale Games is looking for a Senior UI Designer comfortable with 3D modeling, animation, and game design to join its team in San Rafael, CA.
05.01.17 | News | Staff |  
Opinion: Why does Mass Effect: Andromeda's open world feel so closed?
Mass Effect: Andromeda is brilliant pulpy fun. But it seems to be the latest in a line of recent games that struggle to give meaning to the vastness of their open spaces.
04.18.17 | News | Katherine Cross |  
Get a job: Disruptor Beam is hiring a Software Engineer
Disruptor Beam is looking for a Software Engineer to work directly on critical features and mechanics for social games in Framingham, MA.
04.13.17 | News | Staff |  
Get a job: Disruptor Beam is hiring a Mobile Game Developer
Disruptor Beam is looking for a Full-Stack Mobile Game Developer who can help create world-class experiences on the Web, Android and iOS devices.
04.06.17 | News | Staff |  
Hitman dev says the secret to expansive level design is spirals
"They're basically spirals, or a snail house, we call it," IO Interactive's Torbjorn Christensen told Rock, Paper, Shotgun,, explaining the in Hitman levels like Sapienza and Hokkaido.
03.23.17 | News | Alex Wawro |  
Get a job: Disruptor Beam is hiring a Mobile Software Engineer
Disruptor Beam is on the lookout for a Mobile Software Engineer to join its Massachusets-based development studio and help create games for iOS, Android, and the web.
03.22.17 | News | Alissa McAloon |  
PAX East Report: Games from around the world
Here are three of the most intriguing non-American/non-Japanese games Gamasutra contributor Katherine Cross saw at PAX East.
03.20.17 | News | Katherine Cross |  
Gamasutra examines the highs, lows of Mass Effect: Andromeda's early hours
Take a ride with the Gamasutra crew as we explore the depths of space in Mass Effect: Andromeda.
03.19.17 | News | Bryant Francis | 1 Number of Comments 
How writing better marginalized characters starts with including more
During GDC X One Life Left, Treachery in Beatdown City developer Shawn Alexander Allen discusses how increasing the quantity of marginalized characters in a game can also increase their quality.
03.05.17 | News | Alissa McAloon |  
Alt.Ctrl.GDC Showcase: Student project Zombie Crawler
In Zombie Crawler, players become the creeping dead, using their hands on a custom designed treadmill to pull themselves toward a human victim.
02.19.17 | News | Joel Couture | 2 Number of Comments 
Devs discuss the history and the future of so-called 'walking sims'
We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?"
02.16.17 | News | Jon Irwin | 20 Number of Comments 
Ask Mafia III's Harrison Pink about writing great characters at 3PM EST
If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST.
02.16.17 | News | Bryant Francis |  
Investors pour another $8.5M into Star Trek Timelines dev Disruptor Beam
Social and mobile game dev Disruptor Beam has raised $8.5 million from both new and existing investors as it plans to debut a new Walking Dead game later this year.
02.01.17 | News | Alex Wawro |  
Blog: Analyzing narrative choices in Telltale's The Walking Dead
A short analysis of narrative choices presented in Season 2 of Telltale's The Walking Dead.
01.18.17 | News | Gamasutra Community |  
GDC 2017 announces Narrative Summit poster session winners!
Organizers of GDC and the Game Narrative Summit are happy to announce the 2017 Student Narrative Analysis Competition winners, who all receive passes to this year's conference!
01.18.17 | News | Staff | 1 Number of Comments 
Sponsored: Pokemon Go, and how your games can succeed using licensing
Take a look at this very brief case study on Pokmon Go, as it will help you understand why licensing works as well as help you shop for brands for your game development.
01.16.17 | News | Steven Ekstract, License! Global | 3 Number of Comments 
Blog: Analyzing the nature of choice in The Walking Dead
Let's look at the nature of choices in Telltale's The Walking Dead, and how they affect the experience and characters.
01.15.17 | News | Gamasutra Community |  
7 introductory levels that all game developers should study
The beginning of a game is crucial. These seventitles all strike a great balance between helping players learn how to play and setting mood and expectations for thehours ahead.
01.09.17 | News | Richard Moss | 6 Number of Comments 
Game Design Deep Dive: Creating believable crowds in Planet Coaster
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
01.03.17 | News | Owen McCarthy | 3 Number of Comments 
Developers describe their most memorable game moments of 2016
In a year full of great games, we all have one or two indelible gameplay moments that stand out for us. We asked several designers to tell us about their most memorable game moments of the year.
12.28.16 | News | Joel Couture | 4 Number of Comments 
What game developers are saying about The Last Guardian
We reached out to several developers to get their opinions on the design ofThe Last Guardian, and the creation of its the indelible characters .
12.27.16 | News | Joel Couture | 3 Number of Comments 
Get a job: Telltale Games is hiring a Narrative Designer
Telltale Games is looking for experienced designers to help create interactive action and exploration beats, compelling choices, and narrative branches that reward player investment in San Rafael, CA.
12.21.16 | News | Staff |  
Sponsored: How Telltale Games handles version control
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
11.27.16 | News | Francisco Monteverde, CEO, Codice Software |  
Deus Ex: Mankind Divided honored with multiple awards at CVAs
The Eidos-Montreal-developed game walked away with awards in a quarter of the total categories featured at the Canadian Videogame Awards.
11.16.16 | News | Alissa McAloon |  
Video: How Telltale adapted Fables into The Wolf Among Us
AtGDC Europe 2014, Telltale's Chris Schroyer explains how the studio does its trademark game design work by showing how it made The Wolf Among Us based on the 'Fables' graphic novels.
11.16.16 | News | Staff |  

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