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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
Epic releases postmortem for Fortnite's playground mode  
by Emma Kidwell [07.19.18]
Epic Games' released a postmortem yesterday detailing Fortnite's playground LTM (limited time) mode after it was shut down due to errors with its matchmaking system.
Console/PC, Design

Niantic introduces three-strike policy for cheaters in Pokmon Go  
by Emma Kidwell [07.19.18]
Niantic has clarified its disciplinary policy for cheating in Pokémon Go with the introduction of a new three-strike policy which focuses on giving cheaters a chance to reform their ways.
Smartphone/Tablet, Design

Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [07.19.18]
"Everything in the game helps the player define the pace," explains Reigns creator Francois Alliot. "In the game you can swipe very quickly or you can take your time, and we adapted everything around that."
Smartphone/Tablet, Design, Production

Blog: 10 things we learned developing Shadowhand 2
by Gamasutra Community [07.19.18]
We recently did a detailed postmortem of our RPG card game Shadowhand to review what we got right, what we got wrong, and how we could improve.
Design, Production

At XRDC, see how the Brass Tactics devs reinvented the RTS for VR! 1
by Staff [07.19.18]
At XRDC in October, Hidden Path Entertainment' Patrick Lipo will give you a rare look at the design process behind several of the interactions which are core to the immersive virtual reality RTS.
VR, Design

Blog: How to take 7 years to ship a beta 3
by Gamasutra Community [07.19.18]
How can you take 7 years to make your game? Here are some important tips and tricks for taking your sweet time.
Design, Production

Blog: The warning of the World of Warcraft effect 4
by Gamasutra Community [07.19.18]
Today's post looks at the phenomenon dubbed the "World of Warcraft effect," and the warning that comes with trying to chase after another game's design.
Design

How jams become levels in the co-op bullet hell musical Just Shapes & Beats  
by Joel Couture [07.19.18]
"My point is basically to share my love of music," explains dev Simon Lachance in this dive into how he came up with and designed the hellishly rhythmic levels of Just Shapes & Beats.
Indie, Design, Video

Amazon claims to be spiking listings for pirated games  
by Bryant Francis [07.18.18]
Amazon is now saying it's taking down listings for pirated copies of Frostpunk and Surviving Mars.
Console/PC, Design

Encouraging collaboration among players in Sea of Thieves  
by Emma Kidwell [07.18.18]
In a recent interview with The Guardian, lead designer on Sea of Thieves Mike Chapman discusses the evolution of how players went from competing against each other to collaborating.   
Console/PC, Design

Don't Miss: Applying lessons from Warcraft's world to Overwatch arenas  
by Staff [07.18.18]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Console/PC, Social/Online, Design

French game designer Muriel Tramis awarded Legion of Honor  
by Chris Kerr [07.18.18]
French game designer Muriel Tramis has been awarded the Legion of Honor, the highest order of merit available to civilians and military personnel in France.
Design

Blog: Studying the level design of The Last of Us: Part II 3
by Gamasutra Community [07.18.18]
Gameloft level designer Ovidiu Mantoc analyzes some of the design beats showcased in the recent gameplay trailer for The Last of Us: Part II.
Console/PC, Design

Devs weigh in on the best ways to write and design characters  
by Alan Bradley [07.18.18]
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

Video: Populating the open world of Horizon Zero Dawn  
by Staff [07.17.18]
In this GDC 2018 talk, Guerrilla Games' Daniel Calvert explains how the studio approached the challenges of making characters for Horizon Zero Dawn.
Console/PC, Design, Video

Don't Miss: How 1979 Revolution: Black Friday drops players into a real crisis 3
by Staff [07.17.18]
In this 2016 interview, developer Navid Khonsari details the personal experiences that inspired him to tell the story of the Iranian Revolution in his award-winning game 1979 Revolution: Black Friday.
Indie, Design

GDC 2019 announces call for papers, submit your talks now!  
by Bryant Francis [07.17.18]
Now is the time to submit your talks for the 2019 Game Developers Conference!
Console/PC, Design

Blog: A Cultist Simulator retrospective 5
by Gamasutra Community [07.17.18]
The postmortem for Weather Factory's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
Console/PC, Programming, Design, Production

Blog: Multi-tiered horror design with Resident Evil Remastered  
by Gamasutra Community [07.17.18]
While plenty of people are talking about the Resident Evil 2 remake, I want to go back to the first remastered to see how it used enemy designs to ramp up the horror.
Console/PC, Design

Book Excerpt: Keeping the player at the heart of the story 2
by Toiya Kristen Finley [07.17.18]
In this chapter of "Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling" author Toiya Kristen Finley, Phd unpacks the narrative design process for games built for mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design