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January 22, 2019
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Updates » Design
Gamasutra's Best of 2018: The top 10 games of the year 3
by Staff [12.28.18]
There were so many games that were great in 2018. Here are the 10 games that stood out in the minds of Gamasutra's writers this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Gameloft is looking for a Lead Game Designer  
by Staff [12.27.18]
Gameloft is looking for an experienced designer to join its team in Barcelona, Spain.
Design, Recruitment

Best of 2018: How Baldi's Basics taps into the real horror of '90s edutainment 1
by Joel Couture [12.27.18]
Developer Micah McGonigal talks about the design and development of his edutainment horror game Baldi's Basics, in the process reminding us how weird and messed up old edutainment games could be.
Indie, Design

Learn to do game environment design the Rockstar way at GDC 2019  
by Staff [12.27.18]
Come out to GDC in March and catch this cool talk from Rockstar North's Miriam Bellard that's all about how to think of 3D environment design as "spatial cinematography" to improve your game.
VR, Console/PC, Art, Design

Gamasutra's Best of 2018: The top 10 game developers of the year  
by Staff [12.27.18]
The achievements we saw from game developers, from indie to triple-A, were incredible. Here are the game developers that left an indelible mark on 2018, and pushed the art of game development forward.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Attend GDC for a postmortem look at the making of Candy Crush Friends Saga!  
by Staff [12.26.18]
Come to GDC 2019 in March to get a postmortem look at the game design, art vision, and strategy behind the making of the new Candy Crush game, as well as the goals and challenges of expanding the world of this successful IP.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Q&A: The appeal of building a natural world in Equilinox  
by Joel Couture [12.26.18]
Equilinox dev Karl Wimble put a deep love for the nurturing, calming power of nature into this sandbox title, using his own happy experiences with plants to create a more relaxed game.
Console/PC, Design

Video Game Deep Cuts: The Best Of The Best Of The Year  
by Gamasutra Staff [12.23.18]
This week's highlights include a multitude of 'best of' lists of the top games of the year - from video through group round-ups to individual highlights.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Valve uses biofeedback to make better games
by Staff [12.21.18]
Valve's Mike Ambinder explores how the company is making use of biofeedback to both explore new avenues of gameplay and improve in-house playtesting processes.
Console/PC, Design, Video

Darksiders III introduces new 'classic' combat mode  
by Emma Kidwell [12.21.18]
Gunfire Games, developer behind Darksiders III, put out a patch yesterday which allows players to switch to a new "classic" combat mode.
Console/PC, Design

Best of 2018: Devs weigh in on the best ways to write and design characters  
by Alan Bradley [12.21.18]
Game devs Chris Avellone, Obsidian's Carrie Patel, and Guerrilla's Dan Calvert chat with Gamasutra about how they and their teams write and design characters -- from start to finish.
Console/PC, Indie, Design

Gamasutra's Best of 2018: Kris Graft's top 7 games  
by Kris Graft [12.21.18]
From mechs to dinos to a derelict ship, Gamasutra editor-in-chief Kris Graft lays out his top games of 2018.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Thatgamecompany will deconstruct Sky's emotional storytelling at GDC  
by Staff [12.21.18]
Using examples from Sky, a game of "connection & altruism", thatgamecompany's Jennie Kong will present the studio's unique re-iterative method to finding emotional engines for story/player narrative.
Indie, Design

Blog: 5 signs you're compromising your approach to QA  
by Gamasutra Community [12.21.18]
Does the game you're working on have that general buggy feeling, or does it already ooze quality? Read on for the signs that show you're compromising your approach to QA.
Design, Production

Developing the stylish indie hit fighting game Lethal League Blaze 3
by John Harris [12.21.18]
Indie success story and gonzo projectile beatdown sensation Lethal League recently got a sequel in Lethal League Blaze. We talk to developer Team Reptile about this strikingly unique fighter.
Console/PC, Design

Video: How some early MUDs compare to today's games  
by Staff [12.20.18]
Richard Bartle, co-creator of MUD, explains the concept behind its original design and corrects some of the misconceptions about what it must have been like to play.
Console/PC, Design, Video

Gamasutra's Best of 2018: Emma Kidwell's top 5 games  
by Emma Kidwell [12.20.18]
Here are the 5 games (yes, only 5) I played in 2018 that were actually released this year and not from either 1998 or 2016.
Console/PC, Indie, Design

Niantic launches $1M AR game dev contest  
by Emma Kidwell [12.20.18]
Niantic announced its Beyond Reality Developer Contest earlier today and is encouraging AR devs to enter to create a game using the studio's Real World Platform for a chance at a prize pool of $1M.
VR, Design

Best of 2018: Translating the humor & tone of Yakuza games for the West 2
by Alex Wawro [12.20.18]
"The humor of a Yakuza game is a fine line to walk," says localization producer Scott Strichart in this in-depth chat about localization, the Yakuza games, and the ins and outs of Japanese humor.
Console/PC, Design

Blog: What isn't game design?  
by Gamasutra Community [12.20.18]
Bobby Lockhart does a little reflection on the definition of design and the place of games in the wider practice of capital-D Design.