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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






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Updates » Design
Google's AR stickers are now Playground, exclusive to the Pixel 3  
by Emma Kidwell [10.09.18]
Google has rebranded its AR stickers today, officially changing to Playground as announced during the Pixel 3 event held in New York City. 
VR, Smartphone/Tablet, Design

How Early Access shaped the narrative structure of We Happy Few  
by Alan Bradley [10.09.18]
Compulsion Games' narrative director Alex Epstein explores how, with a little help from Early Access feedback, the systems and world of We Happy Few evolved around its narrative.
Indie, Design

Blog: Why Aquamarine's design needed 17 months to evolve  
by Gamasutra Community [10.09.18]
Without my 17-month process of experimentation and change, I would have never found the right structure to build around Aquamarine's core ideas.
Design, Production

Blog: Creating the S.P.E.C.I.A.L. character system in Fallout 1
by Gamasutra Community [10.09.18]
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky."
Design

Come to XRDC for a data-driven look at what VR devs need to know  
by Staff [10.09.18]
If you love actionable data you want to see this XRDC talk, which highlights data-driven insights into VR design best practices and how design decisions directly affect playability and retention.
VR, Design

Smash Bros. director: Play what you hate to make games great 1
by Chris Kerr [10.09.18]
"I went out of my way to play games I didn't like or find interesting. Those ended up being a lot more informative. I have literally thousands of games, and I think of them all as pearls of wisdom."
Design, Production

Making Insomniac's Spider-Man do what a spider can 2
by Bryant Francis [10.08.18]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch us play The Light Keeps Us Safe with lead developer Jim Rossignol  
by Bryant Francis [10.05.18]
We talked to the lead developer of The Light Keeps Us Safe over on the Gamasutra Twitch channel about making successful Early Access games.
Console/PC, Design, Video

Video: Building Brink's SMART parkour traversal system  
by Staff [10.05.18]
At GDC 2012 Splash Damage's Arne Olav Hallingstad, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio's 2011 multiplayer shooter Brink.
Console/PC, Programming, Design, Video, Vault

Weekly Jobs Roundup: Nerd Kingdom, Plarium Michigan Studio, and more are hiring now!  
by Staff [10.05.18]
From gameplay programmers to UX designers, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Don't Miss: 6 ways that the Final Fantasy series continues to influence devs 5
by Staff [10.05.18]
"Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design

Leaving the comforts of linear design behind to create the first Assassin’s Creed  
by Alissa McAloon [10.05.18]
Developers that worked on the original Assassin's Creed game recall the title's origins and the technology that allowed them to move from a linear story to an open world game.
Console/PC, Design

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Chat with the lead developer of The Light Keeps Us Safe at 3PM EDT  
by Bryant Francis [10.05.18]
We're talking to Jim Rossignol, lead developer of The Light Keeps Us Safe starting at 3PM EDT.
Console/PC, Design, Video

Owlchemy Labs' latest project will turn your smartphone into a VR window 1
by Chris Kerr [10.05.18]
Job Simulator developer Owlchemy Labs has devised a new way for players to watch their friends inside a virtual reality experience. 
VR, Programming, Design

Blog: The three philosophies of stealth game design
by Gamasutra Community [10.05.18]
Today's post looks at the evolution of stealth gameplay into three different philosophies of game design.
Design

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

Video: Breaking the rules of game design  
by Staff [10.04.18]
At GDC 2012, Naughty Dog's Kaitlyn Burnell took to the stage to question conventional game dev wisdom and ask: when you learn to follow game design rules, when is it right to break them?
Console/PC, Indie, Design, Video, Vault

Don't Miss: Mafia 3 and the value of putting game developers in a box 1
by Staff [10.04.18]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeaway from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Console/PC, Design, Production