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February 22, 2019
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Video: Folk games, festivity, and subversive game design  
by Staff [02.21.19]
In this classic GDC 2012 talk, game designer Douglas Wilson (Johann Sebastian Joust) encourages developers to embrace the limitations of motion control tech, rather than struggling against them!
Design, Indie, Video, Vault

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [02.21.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Design, Programming, Console/PC

Blog: The horror design of an alpha antagonist
by Gamasutra Community [02.21.19]
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr. X formula to create an alpha antagonist.

Come to GDC and see how Killer Queen built an esport on an indie budget!  
by Staff [02.21.19]
There's a healthy competitive scene around the (up to) ten-player competitive arcade game Killer Queen, and now the game's creators are coming to GDC next month to share how they pulled it off!
Business/Marketing, Design, Indie, Social/Online, GDC

Watch Chucklefish's CEO and tech director discuss Wargroove's development  
by Bryant Francis [02.20.19]
Watch two of the developers behind Wargroove break down their game-making process.
Design, Console/PC, Video

Video: How Hitman guides players through non-linear level design  
by Staff [02.20.19]
At GDC Europe 2016 Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen take the stage to discuss how they design the levels and systems of Hitman to be intuitive and easy to navigate.
Design, Console/PC, Video, Vault

Help! UX fanbase ruining game industry!  
by Andrii Honcharuk [02.21.19]
Popularity of UX(not UI/UX) in game industry affecting game designers way of thinking, more and more of them tries to apply popular UX practicies from around the web, no research, no analytics, no psychology. This leads to unforseen negative results!
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

The Never-ending Challenge of Asymmetrical Design  
by Josh Bycer [02.21.19]
Asymmetrical game design can lead to some of the most unique experiences around, but it's also a never-ending challenge for designers to get even part of the way to being balanced.
Design, Console/PC, Indie, Social/Online

A Beginner's Guide to User Testing 1
by Janessa Olson [02.19.19]
User testing is putting a product in front of a human (ideally someone who would be a potential user of the product) and watching them interact with it. By the end of this article, you'll know how to get out there and quickly test products of your own.
Business/Marketing, Design, Production, Indie, Social/Online, Smartphone/Tablet

The Tiers we Cry: Why Tiers Exist in Competitive Games  
by Caleb Compton [02.19.19]
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!
Design, Console/PC, Serious

Making Subtitles That Don't Suck 2
by John Kane [02.19.19]
Almost 80% of players use subtitles in games. But game subtitles are often sub-par: too small, hard to read, or otherwise unusable. I decided to see what it takes to make subtitles that don’t suck.
Design, Programming, Serious

A Student game Post-mortem (or how not to make a game) 1
by Antoine SARRAZIN [02.18.19]
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.
Design, Production, Serious

Big Blue Bubble Inc. — London, Ontario, Canada
Senior Game Designer

Lucid Ones — Shanghai, China

Sucker Punch Productions — Bellevue, Washington, United States
Environment Artist

Sucker Punch Productions — Bellevue, Washington, United States
Cinematic Animator

Maryland Institute College of Art — Baltimore, Maryland, United States
Game Designer in Residence / Faculty

Maryland Institute College of Art — Baltimore, Maryland, United States
Game Design, Faculty

Insomniac Games — Durham, North Carolina, United States
Insomniac Games - Designer

Digital Extremes Ltd. — London, Ontario, Canada
Senior Lighting Artist

Boston Dynamics — Waltham, Massachusetts, United States
Software Engineer

Deep Silver Volition — Champaign, Illinois, United States
Effects (VFX) Artist