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October 21, 2018
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  • Editor-In-Chief:
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    Alex Wawro
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
IGF 2019 Inspirations: 2016 Audience Award winner Undertale!  
by Staff [09.19.18]
Don't forget, entries for all IGF award categories are being accepted through October 1! To help inspire you, today we'd like to highlight another past IGF winner: Toby Fox's charming Undertale!
Indie, Design

Under the Sea: A look at Beyond Blue and In Other Waters  
by Katherine Cross [09.19.18]
In the wake of the video game world being rocked by a squall over a puddle it seems fitting to, instead, think about how more substantial bodies of water are being portrayed in forthcoming games.
Console/PC, Design

Blog: Kliuless? Gaming Industry ICYMI #3 1
by Gamasutra Community [09.19.18]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week.
Design, Business/Marketing

From Beat Saber to Moss, don't miss all the insightful XRDC game talks!  
by Staff [09.19.18]
If you're interested in AR/VR/MR game dev you'll want to be at XRDC in San Francisco next month, because the folks who made these games and more will be part of the event's roster of expert speakers!
VR, Console/PC, Design

Blog: Using austerity as a creative tool 1
by Gamasutra Community [09.19.18]
I have never considered financial limitations as a restraint for creativity, but as an entry point to set up criteria to start working with.
Design

Witch-craft: How Dicey Dungeons balances chance and predictability 1
by Alex Wiltshire [09.19.18]
Veteran game dev Terry Cavanagh (VVVVVV, Super Hexagon) opens up about the design process of his latest game, Dicey Dungeons, and explains how he created and playtested a specific class: the Witch.
Indie, Design

Watch our conversation with Spider-Man game director Ryan Smith  
by Bryant Francis [09.18.18]
We chatted with Insomniac Games game director Ryan Smith to learn more about the making of Marvel's Spider-Man.
Console/PC, Design, Video

Video: A how-to guide for Muslim representation in video games
by Staff [09.18.18]
In this GDC 2018 talk, Warner Brothers Montreal's Osama Dorias draws on his life experience, research, and industry experience to explain the importance of positive Muslim representation.
Console/PC, Design, Video

PAX Australia puts out a call for tabletop devs looking for playtesters  
by Emma Kidwell [09.18.18]
PAX Australia has put out a call for tabletop game developers working on a board game or RPG who wish to play-test their work at the PAX Collaboratory during the conference. 
Indie, Design

Using Lego bricks to remix Nintendo Labo designs  
by Emma Kidwell [09.18.18]
Designer Vimal Patel combines the Nintendo Labo Variety Kit with Lego pieces to remix the Labo piano, fishing rod, motorbike, and create controller variants.
Console/PC, Design

Don't Miss: Dissecting Super Mario Kart's revolutionary game design 3
by Jon Irwin [09.18.18]
In this timeless feature, Gamasutra chats with a dev, a historian, and some pro players about the enduring legacy of Super Mario Kart - and how it influenced so many other games.
Console/PC, Design

Blog: How to make a Discord RPG - Part 4  
by Gamasutra Community [09.18.18]
Latest in the series about how to make a playable on Discord RPG: this time we talk about techniques for promoting your server, including social media advertising and listing servers.
Design

At XRDC, study the healing effects of swimming with VR dolphins!  
by Staff [09.18.18]
Come out to XRDC next month and see Dolphin Swim Club's Marijke Sjollema & Benno Brada break down how the Club (a nonprofit that crafts therapeutic VR experiences) works and what it's learned!
VR, Serious, Design

Spider-Man director Ryan Smith is taking your questions at 4:10PM EDT  
by Bryant Francis [09.18.18]
Insomniac Games' Ryan Smith is taking your questions at 4:10PM EDT as we play Spider-Man on the Gamasutra Twitch channel!
Console/PC, Design, Video

Blog: How does video game localization work in 2018? 3
by Gamasutra community [09.18.18]
What is localization? How about right processes and costs? Which tools work well and which languages we should translate to? Let's take a look.
Design, Production

Blog: Bloom's taxonomy of game reviews 3
by Gamasutra Community [09.18.18]
Reviews often spend too much time describing and not a lot of time analysing. This is a discussion of how the use of Bloom's Taxonomy can help address this by systemizing the act of reviewing.
Design, Business/Marketing

Creating the satisfying 'swoosh' effect in Super Lucky's Tale
by Michael Voeller [09.18.18]
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
Console/PC, Programming, Art, Design

Video: Rapid prototyping for Titanfall 2's single-player mode  
by Staff [09.17.18]
In this GDC 2018 talk, Respawn Entertainment's Christopher Dionne explains a rapid-prototyping technique that helped the studio quickly build levels in Titanfall 2's single-player mode.
Console/PC, Design, Video

Warren Spector shares how to find personal success in the game industry  
by Emma Kidwell [09.17.18]
Deus Ex director Warren Spector delivered a keynote about developer success at the Midwest Game Developers Conference, which the Wisconsin Game Alliance has uploaded to their YouTube channel.
Console/PC, Design, Video

Don't Miss: A look at what makes Kirby's Epic Yarn work so well 5
by Gamasutra Community [09.17.18]
Zack Wood takes a critical look at Nintendo and Good-Feel's Wii platformer Kirby's Epic Yarn, exploring how its cohesive fabric-based worldview sets it apart from other games.
Console/PC, Design