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February 20, 2019
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Video: How Hitman guides players through non-linear level design  
by Staff [02.20.19]
At GDC Europe 2016 Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen take the stage to discuss how they design the levels and systems of Hitman to be intuitive and easy to navigate.
Design, Console/PC, Video, Vault

Don't Miss: Nuke Possum Springs - A Night in the Woods design postmortem  
by Staff [02.20.19]
Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Design, Indie

Chat with two of Wargroove's developers at 1PM ET  
by Bryant Francis [02.20.19]
Chat with two of the developers behind Wargroove starting at 1PM ET.
Design, Console/PC, Video

Blog: Examining the issues with battle royale game design 2
by Gamasutra Community [02.20.19]
Today's post looks at the design of battle royale games, and where I feel there is a critical flaw that could be fixed to improve the longevity of the gameplay.

Getting to the heart of art in the delightfully strange Art Sqool 1
by Joel Couture [02.20.19]
Art Sqool puts you art school. You're assigned projects, you complete assignments, and a teacher grades your work. But the game's not as pedestrian as it may sound.
Design, Production, Art, Console/PC, Indie, Video

Video: Why Dark Souls is the 'Ikea' of games  
by Staff [02.19.19]
In this GDC 2017 talk, producer and consultant Justin Fischer goes over the framework for establishing a competitive advantage like the ones made by Dark Souls and Ikea. 
Design, Console/PC, Video

A Beginner's Guide to User Testing  
by Janessa Olson [02.19.19]
User testing is putting a product in front of a human (ideally someone who would be a potential user of the product) and watching them interact with it. By the end of this article, you'll know how to get out there and quickly test products of your own.
Business/Marketing, Design, Production, Indie, Social/Online, Smartphone/Tablet

The Tiers we Cry: Why Tiers Exist in Competitive Games  
by Caleb Compton [02.19.19]
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!
Design, Console/PC, Serious

Making Subtitles That Don't Suck 1
by John Kane [02.19.19]
Almost 80% of players use subtitles in games. But game subtitles are often sub-par: too small, hard to read, or otherwise unusable. I decided to see what it takes to make subtitles that don’t suck.
Design, Programming, Serious

A Student game Post-mortem (or how not to make a game) 1
by Antoine SARRAZIN [02.18.19]
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.
Design, Production, Serious

The Horror Design of an Alpha Antagonist  
by Josh Bycer [02.18.19]
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr.X formula to create an alpha antagonist.
Design, Console/PC, Indie

Thunderballs VR - #3 - Doubling Down  
by Daniel Yawitz [02.18.19]
The third post in the series that chronicles the development of Thunderballs VR by Megafauna
Design, Programming, Production, Indie, VR

Insomniac Games — Durham, North Carolina, United States
Insomniac Games - Designer

Digital Extremes Ltd. — London, Ontario, Canada
Senior Lighting Artist

Boston Dynamics — Waltham, Massachusetts, United States
Software Engineer

Deep Silver Volition — Champaign, Illinois, United States
Effects (VFX) Artist

The Behemoth — San Diego, California, United States
Marketing Coordinator
Marketing Coordinator

Sucker Punch Productions — Bellevue, Washington, United States
Environment Artist

Sucker Punch Productions — Bellevue, Washington, United States
Cinematic Animator

Within — Los Angeles, California, United States
Systems Designer

Giant Squid — Los Angeles, California, United States

Digital Extremes — London, Ontario, Canada
Technical Designer