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August 15, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
How Journey eliminated online toxicity with a simple ping  
by Chris Kerr [07.09.18]
"In prototyping and playtesting we found it was kind of ambiguous. People might know you are mad, but they don't hear you cursing at them."
Console/PC, Design

Blog: How StarCraft and shower epiphanies influenced Diablo 2  
by Gamasutra Community [07.09.18]
A combination of late-morning showers and customizing StarCraft's research trees had major design consequences for Diablo 2.
Console/PC, Design

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Gamasutra Staff [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The unique development challenges of Mark of the Ninja  
by Staff [07.06.18]
In this GDC 2013 talk, Klei's Jeff Agala and Jamie Cheng discuss Mark of the Ninja's unique development challenges.
Console/PC, Design, Production, Video

The Semblance devs explain their platform-altering design process  
by Bryant Francis [07.06.18]
The developers behind Semblance sit down to share some insight on making smart puzzles and prickly platformers.
Console/PC, Design, Video

Chat with developers of Semblance at 3PM EDT  
by Bryant Francis [07.06.18]
We're talking to the South African dev team that cooked up Semblance starting at 3PM EDT.
Console/PC, Design, Video

Blog: How to use C# Events in Unity 4
by Gamasutra Community [07.06.18]
The main objective of this blog post is to give you an idea about how to use C# Events in Unity.
Programming, Design

Blog: A better architecture for Unity projects 22
by Gamasutra Community [07.06.18]
After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a bit from engineers at Wooga and through self reflection.
Programming, Design

Telling a great road trip tale without words in Far: Lone Sails  
by Joel Couture [07.06.18]
“The vehicle came first," says Far: Lone Sails creative lead Dan Schmocker in this in-depth chat about how the striking 2D game tells a story without words. "Everything else followed."
Indie, Design

Todd Howard reminds devs: 'We can do anything. We just can't do everything'  
by Alex Wawro [07.05.18]
"There’s very little today you can’t do in a game. You just can’t do all of it," Howard said during a recent Q&A. "That’s a function of technology, but also your own time. Any studio is limited."
Console/PC, Design

Video: How to write modular characters for system-driven games  
by Staff [07.05.18]
Kitfox Games' Tanya X. Short goes over the ways that modular thinking can help storytelling through using examples from Moon Hunters and The Shrouded Isle.
Console/PC, Design, Video

Disney's 'Moana' production assets now available for the public  
by Emma Kidwell [07.05.18]
Disney has released two production assets from the film Moana to be used for computer graphics research, software development and educational purposes.
Console/PC, Design, Production

Weekly Jobs Roundup: Cold Iron Studios, Rockstar Games, and more are hiring now!  
by Staff [07.05.18]
From indie to triple-A, companies are looking for producers, engineers, designers, community managers, and more right now on the Gamasutra Job Board.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Production, Recruitment

Don't Miss: The rocket science behind Rocket League's physics 1
by Staff [07.05.18]
Psyonix's Jared Cone offers a behind-the-scenes look at specific game design decisions and implementation details that made the networked physics of Rocket League so successful.
Console/PC, Indie, Design

French gambling regulator concerned by loot boxes, but won't take legal action  
by Chris Kerr [07.05.18]
French gambling regulator Autorité de regulation des jeux en ligne (ARJEL) has criticized loot boxes in a new report, though the organization stopped short of taking concrete action. 
Design, Business/Marketing

Todd Howard: Games as a service 'doesn't mark the future' 3
by Chris Kerr [07.05.18]
"Anyone who has ever said 'this is the future and this part of gaming is dead' has been proven wrong every single time."
Design, Business/Marketing

Launching a successful indie game in 2018: The Moonlighter story  
by Carli Velocci [07.05.18]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Blog: 10 lessons from making 100 games in five years 3
by Gamasutra Community [07.04.18]
What can be gained from long-term rapid development -- say, making 100 games in five years? Here, we’ll condense and sort that experience into 10 compact lessons.
Design, Production

NeverEnding Story: Ubisoft keen to move away from 'finite' experiences 6
by Chris Kerr [07.04.18]
"We build a strong nemesis, and the goal of the game is to kill him or free the country, we've done that a few times in our games. But when you succeed, you have to leave the game, because there is nothing else to do."
Design

Blog: How to create homing missiles in-game with Unity 2
by Gamasutra Community [07.04.18]
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article.
Programming, Design