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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 Nyamakop designed Semblance's spongy, deformable terrain 1
by Jack Yarwood [07.25.18]
“I think we could have spent five or ten years on this game,” says Semblance dev Ben Myres. “There’s really enough interesting stuff there that you can build on top of the core deforming terrain."
Indie, Design, Video

Blog: Breath of the Wild and the Montessori method 2
by Gamasutra Community [07.24.18]
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.
Design

Blog: Thoughts on textual procedural generation and narration 3
by Gamasutra Community [07.24.18]
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
Programming, Design, Production

Blog: Is anything more important than a game's consistency? 5
by Gamasutra Community [07.24.18]
In this post, I'd like to hypothesize that consistency, in terms of marketing, genre, and the game itself, is one of the best predictors for a game's success.
Design

How Landfall accidentally struck a vein with a joke battle royale game 3
by Steven T. Wright [07.24.18]
Landfall's Petter Henriksson open up about how their latest April Fools "joke" game, Totally Accurate Battlegrounds, blew up in a way they never saw coming -- and why they're happy to keep it a joke.
Indie, Design, Business/Marketing, Video

How piracy led to GOG encouraging DRM-free releases 2
by Emma Kidwell [07.23.18]
Noclip recently published a video interviewing people behind the digital distribution service GOG, starting off by discussing how piracy in early Poland lead to an anti-DRM mentality for the company.
Console/PC, Design, Video

The evolution of water rendering in video games 1
by Emma Kidwell [07.23.18]
A new video by Digital Foundry dives into the evolution of video game water rendering beginning with 8-bit and 16-bit waves.
Console/PC, Design

Don't Miss: Prioritizing accessibility made Way of the Passive Fist much better 2
by Joel Couture [07.23.18]
What the developers of Way of the Passive Fist learned from collaborating with Clint "Halfcoordinated" Lexa, a speedrunner who plays many games one-handed, helped to ensure maximum accessibility.
Console/PC, Indie, Design

Building a set piece on a budget: Designing Fe's deer colossus  
by Aron Garst [07.23.18]
Game director Andreas Beijer and lead artist Martin Rasmusson walk through the process of developing and iterating the big deer colossus set piece in their charming platformer Fe.
Indie, Design, Video

Blog: How to construct a card game 3
by Gamasutra Community [07.23.18]
In this article Nick Kinstler explains what a card file is, and provides an outline of the card game development process.
Programming, Design, Production

Blog: The appeal of the shop simulator genre 2
by Gamasutra Community [07.23.18]
The shop simulator genre has grown among indie and mobile devs over this decade, but many designers still fail to understand what makes the genre's mix of combat and shop management so endearing.
Design, Business/Marketing

Blog: Tricks of the level design trade  
by Gamasutra Community [07.23.18]
Let's look into some of the various level design techniques that can be used during the level creation process to communicate your design intent and direct the player through a level.
Design

Video Game Deep Cuts: Go, Go, No Man's Pokemon  
by Gamasutra Staff [07.22.18]
This week's longform game writing/video highlights include a report on the latest Pokemon Go Fest, the return of Sean Murray & No Man's Sky, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra plays Sleep Tight with lead dev Maxx Burman  
by Bryant Francis [07.20.18]
We talked to one of the co-creators of Sleep Tight, an upcoming twin-stick shooter that builds complexity out of some surprising variables.
Console/PC, Design, Video

PUBG Corp apologizes, removes offensive Japanese mask from game  
by Emma Kidwell [07.20.18]
PlayerUnknown's Battlegrounds developer PUBG Corp. has apologized for an in-game helmet design Korean and Chinese players deemed the design to be offensive.
Console/PC, Design

Get a job: RocketWerkz is hiring a Designer  
by Staff [07.20.18]
RocketWerkz is looking for someone to design gameplay systems, mechanics, and levels for its game Living Dark, in collaboration with the wider team.
Design, Recruitment

The challenge of designing Overwatch maps when players can get 'literally everywhere'  
by Alissa McAloon [07.20.18]
In an interview with VG 24/7, Overwatch lead designer Geoff Goodman looks back to early conversations he had with the team about designing future-proof levels.
Console/PC, Social/Online, Design

Chat with the lead developer of Sleep Tight at 3PM EDT  
by Bryant Francis [07.20.18]
We're talking to the lead developer of Sleep Tight starting at 3PM EDT.
Console/PC, Design, Video

Understanding the human cost of creating No Man's Sky 16
by Chris Kerr [07.20.18]
"I remember getting a death threat about the fact that there were butterflies in our original trailer, but there weren't any butterflies in the launch game."
Console/PC, Design, Production

Breaking down the complex anatomy of a stealth encounter
by Gamasutra Community [07.20.18]
Triple-A game designer Travis Hoffstetter draws from his experience in creating Tomb Raider, Battlefield Hardline and Visceral's recently-cancelled Star Wars game to formulate a philosophy for stealth design.
Design