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August 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Updates » Design
Video: The 10-year evolution of the Assassins Creed franchise  
by Staff [07.16.18]
In this GDC 2018 presentation, Ubisoft's Jean Guesdon breaks down the evolution behind the Assassin's Creed brand.
Console/PC, Design, Video

Game Maker's Toolkit debuts new series on designing for accessibility  
by Emma Kidwell [07.16.18]
Game Maker's Toolkit's Mark Brown discusses designing for disability in a new video series exploring how devs can design their games with accessibility in mind.
Console/PC, Design

Don't Miss: A postmortem for Naughty Dog's Uncharted: Drake's Fortune 6
by Gamasutra Community [07.16.18]
The developers behind the first game in the Uncharted series explain what made the game the 'biggest and most complex' challenge the studio had faced up to that point in this 2008 postmortem.
Console/PC, Design, Production

Blog: Building the boss fights of X-Morph: Defense - Part 4  
by Gamasutra Community [07.16.18]
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense -- the JAGUAR Type S tank.
Design

Blog: Time manipulation in Unity  
by Gamasutra Community [07.16.18]
We wanted a way for our players to avoid getting stuck while playing. Here's how we tackled that problem...
Programming, Design

Blog: What we learned one year after releasing our debut Switch title 2
by Gamasutra Community [07.16.18]
A look at some of the things we learnt after releasing our first game on the Nintendo Switch.
Design, Production, Business/Marketing

How Bossa relied on players to help build its skyfaring MMO Worlds Adrift  
by Samuel Horti [07.16.18]
"By allowing players to take control, it allowed the team to focus on developing systems and mechanics that would encourage player creativity," explains Bossa founder Henrique Olifiers.
Social/Online, Programming, Design

Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Colonial Marines modder finds big AI fix by changing one letter of code 1
by Alex Wawro [07.13.18]
Word is spreading on ResetEra today about how an experienced modder of Gearbox's 2013 bomb Aliens: Colonial Marines found a way to significantly improve the game's AI by changing one letter of code.
Console/PC, Design

Video: How devs can apply the 5 domains of play to develop empathy 2
by Staff [07.13.18]
In this GDC 2018 talk, Ubisoft's Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.
Console/PC, Design, Video

Social features have cut down on toxic behavior in Overwatch 1
by Emma Kidwell [07.13.18]
Blizzard's global insights group has just finished putting together some statistics surrounding the new social features added to Overwatch a few weeks ago, including LFG and endorsements.
Console/PC, Design

Inkle Studios announces 'ink jam', encourages devs to learn ink 1
by Emma Kidwell [07.13.18]
Inkle Studios announces its first ever ink jam, a game jam running for games written using its open source scripting language ink.
Console/PC, Indie, Design

Don't Miss: Fight or flight - Exploring the neuroscience of survival horror 16
by Gamasutra Community [07.13.18]
How exactly do horror games work on the brains of players? Neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design

Blog: How 8 months in Early Access got our game done! 1
by Gamasutra Community [07.13.18]
It’s been a while since I posted on Gamasutra, but something crazy happened in my studio and I’d like to share this experience with you.
Design, Production

Blog: Romanticism and the art of Dark Souls III 1
by Gamasutra Community [07.13.18]
An exploratory essay on the influence of romanticism on Dark Souls III, covering multiple artists and aspects and philosophies of the movement.
Art, Design

Blog: Are ideas cheap? In praise of strong ideas 21
by Gamasutra Community [07.13.18]
Let's examine the "ideas are cheap" mantra using both Breath of the Wild and Xenoblade Chronicles as examples.
Design

Book Excerpt: A behind-the-scenes look at building Ultima Online
by Wes Locher [07.13.18]
In these excerpts from Wes Locher's new book 'Braving Britannia', veteran game devs Chris Mayer (now lead on Fallout 76) and Raph Koster remember building one of the early virtual worlds.
Social/Online, Programming, Design

The Banner Saga 3 developers discuss making a proper grand finale  
by Bryant Francis [07.12.18]
We chatted with the developers of The Banner Saga 3 about what they've learned making the series, and what they'll be taking with them when they move on.
Console/PC, Design, Video

Weekly Jobs Roundup: Square Enix, Rockstar Games, and more are hiring now!  
by Staff [07.12.18]
From London to New York, here are just some of the many many game companies hiring community managers, designers, game directors, artists, and more on the Gamasutra Job Board.
Console/PC, Art, Design, Production, Business/Marketing

Don't Miss: What went right (and wrong) during the development of Persona 4 9
by Staff [07.12.18]
In this classic postmortem, the Atlus team behind Persona 4 discusses what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Console/PC, Design, Production