by Simon Mann [04.17.18]
In this helpful article, Creative Assembly senior designer Simon Mann describes ways to think like a designer and help build a strong game design portfolio to get yourself noticed.
by Simon Parkin [03.19.18]
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room.
by Alex Wawro [07.11.17]
"In my career, Ive probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
by Alex Wawro [02.25.16]
Ubisoft Montreal's Chadi Lebbos chats with Gamasutra about, among other things, how the company's global patchwork of studios try to collaborate on big games without wanting to kill each other.
by Alex Wawro [02.22.16]
"I wanted to make sure I didn't become one of those teachers who used to make games." After years away, veteran game designer Warren Spector tells Gamasutra why he's itching to make games again.
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
by Christian Nutt [02.09.16]
Built using CryEngine's tech and completely free to download and use, this new engine -- which can currently deploy products on PC, PlayStation 4, and Xbox One -- is powered by Twitch and Amazon Web Services.
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
by Staff [01.06.16]
What do industry analysts think of the recently announced $599/£499/699 price point for the Oculus Rift?
by Christian Nutt [11.20.15]
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.
by Simon Parkin [11.19.15]
Game writers craft sophisticated narratives tho explain the desires and actions of their protagonists. But that's often rendered moot by the sheer murderousness that the gameplay requires.
by Christian Nutt [11.05.15]
Want to understand what's up with the next big franchise from Nintendo and Level-5? This article lays it all out for you, from game to anime, comics, and toys -- and potential for Western success.
by Craig Hubbard [11.04.15]
Monolith's campy spy-themed shooter turns 15 this month. Here's designer Craig Hubbard's in-depth postmortem that first ran in 2001.
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
by Christian Nutt [10.29.15]
So what's the deal with Miitomo? Christian Nutt takes a look at Nintendo's first app, and places it in context.