Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 21, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Blog: Designing the boss battles in Shovel Knight 1
by Gamasutra Community [10.17.18]
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's boss battles.
Console/PC, Design

VR design principles in RIGS: Mechanized Combat League 2
by Gamasutra Community [10.17.18]
Before heading to Naughty Dog, developer Pete Ellis worked on the PSVR launch game RIGS: Mechanized Combat League at now-defunct Guerrilla Cambridge. Two years later, he looks back on this modern VR effort.
VR, Design

Video: The narrative design of Reigns: Her Majesty  
by Staff [10.16.18]
In this GDC 2018 talk, writer Leigh Alexander shares her narrative design process around the tricky political tightrope of women's power in Reigns: Her Majesty.
Console/PC, Design, Video

Don't Miss: Double Fine's postmortem of Brutal Legend 23
by Staff [10.16.18]
In this classic postmortem, Double Fine outlines the production of its rock god epic Brütal Legend, taking in everything from legal troubles with Activision to nitty-gritty tool development details.
Console/PC, Programming, Design, Production

Submissions are now open for the GDC 2019 Tutorials!  
by Staff [10.16.18]
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
Console/PC, Indie, Art, Design, Production, GDC

Blog: Getting the world of Sprint Vector over the finish line  
by Chris Kerr [10.16.18]
Survios technical artist Kevin Andersen discusses how to design an aesthetically distinct world that's easily readable and render-able at breakneck speeds.
Console/PC, Design, Production

Q&A: Inside the tools and techniques used to build The Crew 2's open world  
by Alan Bradley [10.16.18]
Gamasutra recently sat down with David Guillaume and Carl Pedimina of Ivory Tower to dig the technical aspects of creating an online world that is both massive and extremely detailed.
Console/PC, Art, Design

Video: Alternative paths in indie development  
by Staff [10.15.18]
In this GDC 2018 set of microtalks, several devs share their experiences taking strange and untrodden paths in the world of indie games.
Indie, Design, Video

God of War devs share early level designs for #Blocktober  
by Emma Kidwell [10.15.18]
Developers from Sony Santa Monica share early versions of levels from God of War in celebration of #Blocktober.
Console/PC, Design

Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Console/PC, Programming, Art, Audio, Design

How Landfall Games finds the fun in physics engines  
by Jack Yarwood [10.15.18]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design, Video

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: BioWare's postmortem look at the making of Star Wars: The Old Republic  
by Staff [10.12.18]
At GDC 2012, BioWare Austin leads Richard Vogel and Dallas Dickinson share how Star Wars: The Old Republic positioned itself to break into the World of Warcraft-dominated MMO game market.
Social/Online, Design, Production, Video, Vault

Watch our chat with CrossCode's lead developer and composer!  
by Bryant Francis [10.12.18]
We talked to some of the developers behind Steam Early Access hit CrossCode about making and selling a retro-flavored RPG in 2018.
Console/PC, Design, Video

Weekly Jobs Roundup: Outfit7, Cryptic Studios, and more are hiring now!  
by Staff [10.12.18]
Here are just some of the many, many positions being advertised right now on Gamasutra's Job Board.
VR, Console/PC, Smartphone/Tablet, Programming, Design, Recruitment

XRDC speaker Q&A: BioWare vet Jonathan Perry tunes VR for workplace training  
by Bryant Francis [10.12.18]
Ractive CEO and former BioWare cinematics director Jonathan Perry talks about the potential of VR in high-stress training.
VR, Design

Blog: Working with local devs to gain experience in games user research 3
by Gamasutra Community [10.12.18]
Landing an entry-level job in GamesUR is difficult, so having experience can set you apart from other candidates. This post outlines several best practices and principles for getting started in GamesUR.
Design, Production

We're talking to the team behind CrossCode at 3PM EDT  
by Bryant Francis [10.12.18]
The developers of CrossCode are swinging by for a chat about making their game starting at 3PM EDT.
Console/PC, Design, Video

Blog: Designing for exploration - and terror - in Sunless Skies' Reach update 1
by Gamasutra Community [10.12.18]
Paul Arendt, CEO of Failbetter Games and creative director of Sunless Skies, talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Console/PC, Indie, Design

Making cars and writing code: Production Line's refreshing dev approach 1
by Joel Couture [10.12.18]
Gamasutra chats with veteran indie Cliff Harris (aka Cliffski) about the work that went into turning car manufacturing into an engrossing game in his Early Access puzzler Production Line.
Console/PC, Indie, Design, Production, Business/Marketing