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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
Lightfield Hyper Edition Q&A: A look back at development  
by Thomas Faust [08.02.18]
Lost in the Garden cofounder Simon Wallner chats about how things have gone for the Aussie indie team after they launched a special Hyper Edition of their trippy sci-fi racer Lightfield.
Indie, Design, Production, Video

Video: Watch top designers dissect a single system from their games  
by Staff [08.02.18]
In this GDC 2015 talk game designers Bennett Foddy, Tanya X. Short, and Dan Cassar each took the stage to dive into a system from each of their games!
Console/PC, Indie, Design, Video, Vault

Don't Miss: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [08.02.18]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-like that was self-published across multiple platforms.
Console/PC, Indie, Art, Design, Production

Get a behind-the-scenes look at Moss' design at XRDC!  
by Staff [08.02.18]
Organizers are pleased to confirm that Polyarc's Brendan Walker will be speaking at the October event about the interaction design of the studio's charming PSVR action puzzle game Moss!
VR, Design

Video: Indies fire off 5-minute microtalks about the state of games in 2018  
by Staff [08.01.18]
Indie developers discuss what's on their minds in the world of independent game development through a series of 5-minute microtalks.
Indie, Design, Video

Watch Dan Adelman's tips on marketing games like Chasm  
by Bryant Francis [08.01.18]
We talked with the former Nindie biz whiz about what he's learned helping indie games get out the door, with tips you can use marketing your own games.
Console/PC, Design, Video

Weekly Jobs Roundup: Capcom, FoxNext, and more are hiring now!  
by Staff [08.01.18]
Developers like FoxNext, Roblox, Capcom, Deck Nine, and more are looking to fill multiple positions across several different disciplines.
Programming, Art, Design, Production, Recruitment

This month's Humble Book Bundle includes tabletop and board game design 1
by Emma Kidwell [08.01.18]
Humble Bundle's Book Bundle for this month, titled Game Design & Puzzlecraft, includes eBooks and PDFs covering video game, tabletop, and board game design.
Console/PC, Design

Don't Miss: A postmortem of Failbetter Games' Sunless Sea 7
by Alexis Kennedy [08.01.18]
Failbetter Games co-founder Alexis Kennedy offers a look behind the scenes at what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Art, Audio, Design, Production

We're talking to Chasm's Dan Adelman at 3PM EDT  
by Bryant Francis [08.01.18]
We're talking to Chasm's Dan Adelman starting at 3PM EDT.
Console/PC, Design, Video

Blog: Introduction to Unity serialization and game data 1
by Gamasutra Community [08.01.18]
The main objective of this blog post to learn about Unity serialization and game data, so let's get started!
Programming, Design, Production

Blog: Integrating player psychology into level design 2
by Gamasutra Community [08.01.18]
Why do we feel safe in some spaces but anxious in others? This article examines how Metal Gear Solid V integrates player psychology into its level design.
Design, Production

How player criticism helped make Dead Cells the game it is today  
by Samuel Horti [08.01.18]
"Big indie titles had failed at this type of thing...it wasn't something we were confident in," explains dev Sebastien Benard in this candid chat about forging Dead Cells in the fires of Early Access.
Indie, Design, Production

Video: The state and future of board games  
by Staff [07.31.18]
In this GDC 2018 talk, board game and tabletop game developers discuss the continued growth, development and diversity of board games in the last year.
Indie, Design, Video

Don't Miss: The ridiculous open-world humor of Saints Row 4 5
by Staff [07.31.18]
In this 2013 interview, Gamasutra sat down with devs from Volition to talk about the philosophy of Saints Row 4's humor, love of characters, and player empowerment.
Console/PC, Design

Stanford will share insight into mixed reality's medical uses at XRDC  
by Staff [07.31.18]
Dr. Brian Hargreaves teaches mixed reality and serves as co-director of the university's Incubator for Medical Mixed and Extended Reality, and this October he'll be sharing what he's learned at XRDC!
VR, Design, Business/Marketing

Blog: Understanding irreversible events 11
by Gamasutra Community [07.31.18]
One way that game developers can limit player options is by implementing one-way, irreversible events.
Design

Blog: The mechanics of worldbuilding  
by Gamasutra Community [07.31.18]
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning -- including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.
Design

How we built King of Dragon Pass successor Six Ages for iOS 4
by Gamasutra Community [07.31.18]
A postmortem about creating Six Ages: Ride Like the Wind -- the spiritual successor to the cult classic King of Dragon Pass -- as a tiny indie studio.
Smartphone/Tablet, Design, Production

Video: How to maintain productivity as a solo developer  
by Staff [07.30.18]
In this GDC 2018 talk, developer Jason Rohrer presents the techniques he's used over the past 12 years, working alone, in order to ship 18 games.
Indie, Design, Production, Video