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August 21, 2019
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Engaging level design for combat
I break down what I believe helps make a strong combat space, and explain how you can create combat spaces that feel engaging and challenging.
08.19.19 | News | Gamasutra Community |  
How Prey Mooncrash Gave us a AAA RogueLike
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.
08.16.19 | Blog | Josh Bycer |  
Blog: Level design for combat
I break down what I believe helps make a strong combat space, and explain how you can create combat spaces that feel engaging and challenging.
08.14.19 | News | Gamasutra Community |  
Level Design for Combat
I break down what I have learned in my career to what helps to make a strong combat space, how to create combat spaces that feel engaging and challenging. Sharing my knowledge with step by steps to aid fellow level designers.
08.14.19 | Blog | Max Pears | 1 Number of Comments 
Why Artifact Failed
Examining the design issues behind the tepid launch of Valve's Artifact
08.12.19 | Blog | James Margaris | 3 Number of Comments 
The door problem of combat design
An examination of classic level design and techniques for inviting the player into arenas instead of fighting from the doors.
08.11.19 | News | Gamasutra Community |  
The Door Problem of Combat Design
An examination of classic level design and techniques for inviting the player into arenas instead of fighting from the doors.
08.08.19 | Blog | Andrew Yoder | 6 Number of Comments 
Don't Miss: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
08.07.19 | News | Staff |  
The AI of Hitman (2016)
One of the most complex simulations in AAA games, IO Interactive's Hitman titles are laced with AI systems that helped bring their fictional worlds to life.
08.07.19 | Blog | Tommy Thompson |  
Smart & Casual: The State of Tile Puzzle Games Level Design. Part 2
In the second of the two articles on the topic, Darina Emelyantseva, Lead Level Designer and Game Economy Designer at Room 8 Studio, shares why the last move win feels so rewarding, and how knowing dopamine triggers helps engage players.
08.02.19 | Blog | Darina Emelyantseva |  
Plants vs Zombies 1 — How my 3 yr old kid re-ignited my take on this!
This post is about potential "Opportunity Loss" from under-utilizing Plants vs Zombies 1 by the developer/publisher and a different take can probably help its revival, at least to a partial extent.
07.31.19 | Blog | Rajeev Varma |  
Creating a vegetation system that reacts to the environment
The Riftbreaker is the latest project from EXOR Studios. Running on their own engine, The Schmetterling 2.0, it features multiple systems to make the game look and feel realistic and immersive. In this article, we take a look at the vegetation system.
07.30.19 | Blog | Piotr Bomak |  
Making the bizarre, hilarious world of Trover Saves the Universe
Trover Saves the Universe was created by Rick and Morty creator Justin Roiland and shows off much of his show's bizarre humor. We talk to Squanch Games to learn about world-building and judgment-free ideation.
07.29.19 | News | John Harris |  
Q&A: Behind the new open-ended design of Wolfenstein: Youngblood
Wolfenstein: Youngblood executive producer Jerk Gustafsson explains how MachineGames teamed up with Arkane Studios to create a co-op Wolfenstein experience.
07.25.19 | News | Bryant Francis | 1 Number of Comments 
Smart & Casual: The State of Tile Puzzle Games Level Design. Part 1
Darina Emelyantseva, Lead Level Designer and Game Economy Designer at Room 8 Studio, shares the peculiar secrets of level design: like why the industry sticks to manual craft, and what are the latest know-hows.
07.24.19 | Blog | Darina Emelyantseva |  
id Software studio director Tim Willits is stepping down after 24 years
Tim Willits, the studio director, level designer, and former co-owner of id Software, is leaving the company after 24 years.
07.17.19 | News | Chris Kerr |  
A new type puzzle game COLLOC Dev Blog #2
Puzzle indie game is coming to steam July 19, Here is Dev Blog #2
07.15.19 | Blog | Eiman Tan |  
Get a job: Join Build A Rocket Boy Games as a Senior Animation Programmer
The Senior Animation Programmer is responsible for designing and implementing large scale animation systems with minimal guidance and providing technical support and mentoring to more junior members of staff.
07.14.19 | News | Staff |  
The AI of GoldenEye 007
One of the most influential FPS titles of all time, GoldenEye defied expectations and set the standard for NPC AI for future generations.
07.09.19 | Blog | Tommy Thompson | 1 Number of Comments 
Video Game Deep Cuts: Speedrunning The Sea Of Solitude
This week's roundup includes some amazing highlights from the Summer Games Done Quick speedrun series, a look at intriguing new title Sea Of Solitude, and lots more still.
07.05.19 | Blog | Simon Carless |  
Video: Game design tools beyond spreadsheets and flowcharts
In this 2017 GDC session, game designer Katharine Neil gives an overview of some of the game design tools available that might help game designers improve their work.
07.04.19 | News | Staff |  
Q&A: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
07.04.19 | News | John Harris | 1 Number of Comments 
Get a job: New World Interactive, Cold Iron Studios, and more are hiring now!
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
06.27.19 | News | Staff |  
Building interesting emergence in Dying Light 2
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
06.24.19 | News | Bryant Francis | 2 Number of Comments 
Part 4, Putting into play - How to trigger the narrative vehicle
"Putting into play" is part of more than a one-year-long project which goal is to explain from a cognitive and narrative perspective the mind and hands-on approach to the design of an engaging and dynamic game system.
06.21.19 | Blog | Katarina Gyllenback |  

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