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July 23, 2021
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Using vorticles to simulate wind in Ghost of Tsushima  
by Chris Kerr [07.23.21]
"We're doing the most basic approximation of fluid dynamics by taking several height map samples out in front of each particle and giving it an upwards velocity in advance so they float over things nicely."
Design, Programming, Production, Console/PC, GDC

GDC 2021: Find all our coverage here!  
by Staff [07.19.21]
Stay up to date on news, interviews, session coverage and more from the all-virtual GDC 2021.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Activision exec tells team that lawsuit is actually what's hurting company 1
by Bryant Francis [07.23.21]
An internal e-mail to Activision Blizzard employees from executive Fran Townsend blames California’s lawsuit for damaging the company culture, rather than alleged incidents of sexual harassment.
Business/Marketing, Console/PC

How Naughty Dog prototyped the interactive guitar in The Last of Us Part II  
by Chris Kerr [07.22.21]
"[We decided] the simplest affordance is probably going to be a wheel menu on the analog stick. That way the player can deflect in a corresponding direction without having them look down."
Design, Programming, Production, Console/PC, GDC

Q&A: Make your game a social platform and retain players with Agora (spons.)  
by Staff [07.19.21]
Gamasutra speaks with Sid Sharma, sr. director of developer relations and partner engineering at Agora, about how Agora's real-time engagement platform can turn your multiplayer online game into a social platform.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video

California sues Activision Blizzard over sexist, harmful workplace culture 2
by Bryant Francis [07.21.21]
UPDATE: The state of California is suing Activision Blizzard over some of the most toxic workplace sexual harassment allegations leveled against the game industry.
Business/Marketing, Console/PC

Eight tools for creating chilling horror from the maker of FAITH  
by Bryant Francis [07.22.21]
FAITH creator Mason Smith dropped by GDC 2021 with insights on how developers can scare the pants off players even when they’re only working with a handful of pixels.
Design, Console/PC, GDC

How Naughty Dog defined melee attacks and behaviors in The Last of Us Part II  
by Chris Kerr [07.21.21]
"A melee attack contains animations to be played by the attacker and the defender, or the target. Then we have starting and ending conditions for each melee attack."
Design, Programming, Console/PC, GDC



Verb Directions in Game Design  
by Nathan Savant [12.31.69]
A deep dive into how Magic The Gathering expresses character through game mechanics, and how those same concepts can be applied to video game characters without breaking the design budget.
Design Console/PC Serious Indie

Asymmetrical Gameplay as A New Trend in Multiplayer Games and Five Design Patterns to Make Engaging Asymmetrical Games  
by Margaret Wong [12.31.69]
Asymmetric multiplayer games are fun to play, but special design attention is needed. Five possible design patterns are presented based on a study on ten asymmetric multiplayer games on different platforms.
Design Console/PC Social/Online Smartphone/Tablet

How will publishing agreements be affected by Steam Deck? 1
by Brandon Huffman [12.31.69]
If a publishing agreement covers PC but doesn’t specify channels, is the Steam Deck included or excluded?
Business/Marketing Console/PC Serious Indie Social/Online Smartphone/Tablet

Discovering your game's regional appeal, pre-launch?  
by Simon Carless [12.31.69]
What's the best way to see the regional breakdown of Steam interesting and wishlists before launch? This, plus lots more, in our latest round-up.
Business/Marketing Design Production Console/PC Indie

Dynamic destruction in Radio Viscera  
by Owen Deery [12.31.69]
This is an overview of all the elements which contribute to the dynamic damage system created for Radio Viscera.
Audio Programming Art Console/PC Indie


Egosoft GmbH — Würselen, Germany
[07.23.21]
Senior Game Programmer


Insomniac Games — Burbank, California, United States
[07.22.21]
Creative Fellowship
Insomniac Games - Creative Fellowship

Insomniac Games — Burbank, California, United States
[07.22.21]
Senior Concept Artist
Insomniac Games - Senior Concept Artist

Insomniac Games — Burbank, California, United States
[07.22.21]
VFX Manager
Insomniac Games - VFX Manager

Insomniac Games — Burbank, California, United States
[07.22.21]
Systems Designer
Insomniac Games - Systems Designer

Insomniac Games — Burbank, California, United States
[07.22.21]
Creative Director
Insomniac Games - Creative Director

Insomniac Games — Burbank, California, United States
[07.22.21]
Art Director
Insomniac Games - Art Director

Insomniac Games — Burbank, California, United States
[07.22.21]
VFX Artist
Insomniac Games - VFX Artist

Insomniac Games — Burbank, California, United States
[07.22.21]
Senior Designer
Insomniac Games - Sr. Designer

Insomniac Games — Burbank, California, United States
[07.22.21]
Story Lead
Insomniac Games - Story Lead