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June 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Design, Indie, Video

EA's Patrick Soderlund talks Anthem, loot boxes, and women in Battlefield  
by Kris Graft [06.13.18]
Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher.
Business/Marketing, Console/PC, Indie, E3

Video: How Move or Die continued to gain players after launch  
by Staff [06.13.18]
In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die.
Design, Indie, Video

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Design, Production, Art, Console/PC, Indie

Game Design Deep Dive: Making VR movement feel like a superpower in Gunheart 1
by Brian Murphy [06.11.18]
Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower.
Design, Indie

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [06.08.18]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Design, Console/PC, Indie, Social/Online

Creating a sense of magical realism through in-game lighting
by Jack Yarwood [06.08.18]
"You never want to just place a light somewhere [randomly]," says Lake Ridden art director Erik Nilsson. "You want to [say] 'What can we do to make this area interesting with this light?'"
Art, Indie



Is Battle Royale the Next Esport?  
by Josh Bycer [06.15.18]
Battle Royale and Fortnite has taken over multiplayer and streaming, but does this genre have the legs to be the next big Esport?
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet VR

11 BOSS BATTLES OF X-MORPH: DEFENSE - PART 3, THE BOMBER  
by Piotr Bomak [06.15.18]
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense and why we decided to completely get rid of it, even though it was almost finished.
Design Art Console/PC Serious Indie

"Run, Candy, Run" game for Android  
by Rudolf Lachinov [06.14.18]
It's my project about running candies. All game art is sculpted from plasticine, there are 50 candies and 6 locations.
Art Indie Smartphone/Tablet

Finding the magic in VR-centric design: Backpack Inventory 1
by Joel Green [06.14.18]
VR is all about iteration and experimentation, occasionally leading to magical design discoveries. This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder.
Design Indie VR

The Most Immersive Indie Games of the Last Few Years  
by Michael Smith [06.14.18]
These games are the pinnacle of indie development.
Art Indie


Deep Silver Volition — Champaign, Illinois, United States
[06.15.18]
Senior System Designer


Armature Studio — AUSTIN, Texas, United States
[06.15.18]
SENIOR GAMEPLAY PROGRAMMER
SR GAMEPLAY ENGINEER

Digital Extremes — London, Ontario, Canada
[06.15.18]
Senior Lighting Artist


Castle Hill Gaming — Charlottesville, Virginia, United States
[06.15.18]
Artist


Digital Extremes — London, Ontario, Canada
[06.15.18]
Weapons Artist


Bohemia Interactive Simulations — ORLANDO, Florida, United States
[06.15.18]
QA Test Engineer - Military Training Simulation


Rabbit — San Mateo, California, United States
[06.15.18]
LEAD GAME DESIGNER - CONTRACT
Join us in creating a whole new live gaming experience on web and mobile for the popular social bingewatching mashup!

Square Enix Co., Ltd. — Tokyo, Japan
[06.14.18]
Experienced Game Developer


Bohemia Interactive — Prague, Czech Republic
[06.14.18]
Unity Programmer


Outfit7 (Ekipa2 d.o.o.) — Ljubljana, Slovenia
[06.13.18]
Data Scientist (Product), (Outfit7 - Ekipa2 d.o.o. subsidiary)
Did you know that our users have fed Talking Tom more virtual chiles than have ever existed on planet Earth? Find yourself wanting to solve mysteries like this one? Energized by the idea of delving into the world of big data? Then join us and help look for answers as to why our users behave the way they do. Oh, and one more thing – when we say big data, we actually mean big fun!