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January 22, 2019
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Updates » 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.
Design

Come to GDC 2019 and spend a day learning to build better esports  
by Staff [12.20.18]
Learn to inspire better sportsmanship in your players, build out an international playerbase, and more at GDC 2019's Esports Day, a full day of learning from some of the leaders in the field!
Social/Online, Programming, Design, Production, GDC

Get under the hood of Just Cause 4's vehicle physics at GDC 2019!  
by Staff [12.20.18]
Come to GDC in March and learn how the latest Just Cause game copes with a wide range of vehicles and playstyles through thoughtful design of its tire dynamics and vehicle physics!
Console/PC, Programming, Design, GDC

Blog: A look inside Sunless Skies' UI redesign  
by Gamasutra Community [12.20.18]
Failbetter Games artist Tobias Cook shares some of the thinking behind the UI redesign featured in Sunless Skies' penultimate Early Access update.
Console/PC, Design, Production

11 bit studios has raised over $500k for War Child through charity DLC  
by Chris Kerr [12.20.18]
The studio pledged to donate 100 percent of the cash from its charity DLC to the British organization, which is dedicated to helping children affected by conflict all around the world
Console/PC, Design, Video

Gameloft acquires SongPop developer FreshPlanet  
by Chris Kerr [12.20.18]
FreshPlanet found success with music trivia titles SongPop and SongPop 2, the first of which has been downloaded over 100 million times.
Smartphone/Tablet, Design, Production

Blog: Creating your own Inverse Dynamics in Unity  
by Chris Kerr [12.20.18]
Looking to add some physics to your player avatars, game enemies, or NPCs? This article will show you how to implement humanoid physics into your Unity game.
Design

The ins and outs of bouncing balls in the joyful brick-breaker Holedown 2
by Joel Couture [12.20.18]
We speak with Martin "grapefrukt" Jonasson, developer of the finely made Twofold Inc. and Rymdkapsel, about his latest mobile game--the highly-satisfying Holedown.
Console/PC, Design

Video: Player traversal mechanics in the world of Horizon Zero Dawn  
by Staff [12.19.18]
In this GDC 2017 session, Guerrilla Games' Paul van Grinsven explores the traversal system that allows Aloy to explore the vast world of Horizon Zero Dawn.
Console/PC, Design, Video

Get a job: The Toadman Interactive team is hiring a Senior Game Designer  
by Staff [12.19.18]
Toadman Interactive Berlin is seeking a mid-to-senior Game Designer to join it in defining and building its next game for Xbox, PlayStation, and PC.
Console/PC, Design, Recruitment

Gamasutra's Best of 2018: Bryant Francis' top 10 games  
by Bryant Francis [12.19.18]
Contributing editor Bryant Francis picks the top 10 games he experienced in 2018.
Console/PC, Design

Blog: Putting a thought into play  
by Gamasutra Community [12.19.18]
"Putting into play" is about how our thinking works when putting the thoughts into play towards a desired goal in the making of an engaging and dynamic game system.
Design

Come to GDC for an inside look at what makes mobile hit Merge Dragons tick  
by Staff [12.19.18]
Come out to GDC 2019 in March and get insightful mobile game design advice from the folks behind the popular mobile puzzle-'em-up Merge Dragons!
Smartphone/Tablet, Design, GDC

Blog: 20 tips when applying for a junior artist position 6
by Gamasutra Community [12.19.18]
Some pieces of advice I would have liked to receive when I was fresh out of school and applying for junior artist positions.
Console/PC, Design

Gamasutra's Best of 2018: Chris Kerr's top 5 games  
by Chris Kerr [12.19.18]
There were five titles that blew me away in 2018, and because it's the done thing this time of year, I've decided to tell you all about them by putting together a rather delicious looking list.
Programming, Design, Production, Business/Marketing

Q&A: Directing the birth of a new BioWare world in Anthem  
by Bryant Francis [12.19.18]
BioWare game director walks us through the thought process behind leading a massive team to create Anthem.
Console/PC, Design

Video: Micro postmortems: The process of developing vastly different games  
by Staff [12.18.18]
In this GDC 2018 session, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly different games.
Console/PC, Indie, Design, Video

Best of 2018: Designing side quests? Study these 7 games (and some Chris Avellone pointers) 2
by Richard Moss [12.18.18]
Side quests can make or break your game. Here, devs suggest some games that do side quests notably well, and Chris Avellone offers guidelines on how to design a great side quest.
Design

Attend GDC for an inside look at the making of Uncharted: The Lost Legacy's best moment  
by Staff [12.18.18]
Come out to GDC next year and see Naughty Dog story animator Marianne Hayden pull back the curtain on the design of Uncharted: The Lost Legacy's charming, cinematic elephant ride!
Console/PC, Design

Blog: How to turn your mod into an indie game 1
by Gamasutra Community [12.18.18]
So you've made a mod, and you're thinking about transforming it into a stand-alone game. Here's what I've learned doing exactly that to create The Forgotten City.
Design, Production