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May 26, 2018
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Updates » Design
Video Game Deep Cuts: The God Of Portal Is Mario's Face  
by Gamasutra Editors [04.30.18]
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Pulling off portal locomotion in the VR game Budget Cuts 1
by Staff [04.27.18]
As part of VRDC @ GDC 2018 earlier this year, Neat Corp.'s Joachim Holmer gave an insightful talk about how the studio conceived of and implemented Budget Cuts' unique portal translocator.
VR, Design, Video, Vault

Don't Miss: How Blizzard designed StarCraft II with esports in mind  
by Staff [04.27.18]
Blizzard's Dustin Browder deconstructs the design of Starcraft II and examines how its competitive multiplayer was tuned to serve the needs of a global esports community.
Console/PC, Social/Online, Design

Book Excerpt: How data miners shed light on P.T.'s ghost story  
by Joel Couture [04.27.18]
In this excerpt of his new ebook "P.T. - A Video Game Ghost Story," Gamasutra contributor Joel Couture chats with P.T. data miner luxox18 about some of the secrets he's found in the game.
Console/PC, Design

Chat with the developers of Frostpunk at 12PM EDT  
by Bryant Francis [04.27.18]
We're talking to the minds behind Frostpunk and This War of Mine at 12PM EDT.
Console/PC, Design, Video

Don't Miss: Cheating Death: Accommodating player failure and recovery 4
by Staff [04.26.18]
Clint Hocking, Chris Avellone and Michael De Plater chat about the convention of player death as a fail state (and what happens when you move past it) in this classic feature.
Console/PC, Design

Take a look back at some of the early concepts for What Remains of Edith Finch  
by Alissa McAloon [04.26.18]
Giant Sparrow has released a trio of early design concepts for its game What Remains of Edith Finch or, as it was known during the early stages of development, The Nightmares of Edith Finch.
Console/PC, Design, Video

Blog: Looking for game design in real life 4
by Gamasutra Community [04.26.18]
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.
Design

The Heartbeat Symposium: Exploring love, sex, and intimacy in games  
by Joel Couture [04.26.18]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Indie, Art, Design, Video

SpyParty's Chris Hecker shares lessons from his long dev cyle  
by Bryant Francis [04.25.18]
We sat down with SpyParty lead developer Chris Hecker to talk about what he's learned in the many, many years spent making this 1v1 online multiplayer game.
Console/PC, Design, Video

Nintendo says innovation is a byproduct of its creative process 6
by Emma Kidwell [04.25.18]
Nintendo's general manager of development Shinya Takahashi discusses the design philosophy held at Nintendo.
Console/PC, Design

Weekly Jobs Roundup: Remedy, InnoGames, and more are hiring now!  
by Staff [04.25.18]
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry. Here are just some of the many, many positions being advertised right now.
Programming, Design, Production, Recruitment

God of War among the few AAA games to be localized for Croatia 1
by Emma Kidwell [04.25.18]
God of War has been fully localized for Croatia, becoming one of few large triple-A titles to be officially translated and localized for the Croatian games market. 
Console/PC, Design

Don't Miss: A deep dive into how devs maintain tension in Nex Machina  
by Staff [04.25.18]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge.'" - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design

Join Gamasutra and Chris Hecker for a chat about SpyParty at 3PM EDT  
by Bryant Francis [04.25.18]
Watch us play some SpyParty while chatting with developer Chris Hecker today at 3PM EDT.
Console/PC, Design, Video

Blog: Why Atari's infamous E.T. tie-in isn't half bad
by Gamasutra Community [04.25.18]
Atari's infamous E.T. tie-in gets a lot of stick, but it is possible to enjoy, and it's arguably better than Warshaw's previous hit Raiders Of The Lost Ark.
Console/PC, Design

Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat' 2
by Alex Wawro [04.25.18]
DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold, and how it's collaborating with Aardman Studios.
Indie, Design, Video

Blog: Designing a convention booth  
by Gamasutra Community [04.25.18]
In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
Design

Blog: Standing out in a saturated market  
by Gamasutra Community [04.25.18]
Bot School Games co-founder Chris Cobb explores some of the traits that can help a game stand out in in a saturated market.
Design

Don't Miss: How to train players right, so they don't hate learning to play 13
by Mike Stout [04.24.18]
In this timeless article, designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
Console/PC, Design