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October 22, 2019
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Don't Miss: How Outer Wilds piques curiosity in an ambivalent solar system 1
by Kris Graft [10.22.19]
Outer Wilds is a game whose universe makes you feel small - like a cog in a gargantuan wind-up clock. It's a universe that's ambivalent to your existence; one that shrugs at your presence and absence alike.
Design, Indie

GDC YouTube Top 5: No More Robots' Mike Rose  
by Kris Graft [10.22.19]
In this monthly series we invite brilliant people from the game industry to curate their top 5 videos from the GDC YouTube archive. This month: Mike Rose of Hypnospace Outlaw publisher No More Robots.
Business/Marketing, Design, Console/PC, Indie, GDC

Paring down the elegant control scheme of Sayonara Wild Hearts  
by Diego Arguello [10.22.19]
Simon Flesser of Simogo outlines how his team kept controls simple, and resisted the temptation of over-complication, when designing the controls of the gorgeous action game Sayonara Wild Hearts.
Design, Console/PC, Indie, Smartphone/Tablet

Blog: Pursuing playability - Part 1  
by Gamasutra Community [10.22.19]
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Design, Console/PC

Blog: How commercial games are designed to develop players' skills  
by Gamasutra Community [10.22.19]
Through interviews with developers behind commercial titles including Borderlands, Porta, and Tomb Raider, this post explores how such games are designed to exercise certain skills in players.
Business/Marketing, Design

Video: How changing Halo 3's sniper rifle fire rate by 0.2 seconds changed the game  
by Staff [10.21.19]
In this classic 2010 GDC talk, Bungie's Jaime Griesemer discusses the decision to change the reload of Halo 3's sniper rifle from .5 to .7 seconds -- and its surprising ramifications.
Design, Console/PC, Video, Vault

When Playing an MMORPG Is no Longer an Adventure  
by Adrien Laurent [10.22.19]
Many would agree that the MMORPG (Massively Multiplayer Online Roleplaying Game) genre has begun to stagnate. Why? Perhaps because the most recent MMORPGs lack a sense of adventure, leaving little room for discovery and the unexpected.
Design, Social/Online

Scale is A Giant Problem  
by Gregory Pellechi [10.22.19]
Being big isn’t all it’s cracked up to be, as we've learned in developing A Giant Problem. And has necessitated some design solutions that don’t immediately present themselves. Here’s a design breakdown.
Design, Indie, VR

Pursuing Playability Part 1 -- Quality of Life  
by Josh Bycer [10.21.19]
For this multi-part piece, we're going to be talking about how to improve playability in games, starting with quality of life features and improvements.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Indie Postmortem: Sydney Hunter and the Curse of the Mayan (2019)  
by John Lester [10.21.19]
Sydney Hunter was released on the Switch and Steam, and our first game released for modern platforms. As co-owner and head of marketing, I share my experience developing this game, and how it went from going from an NES game to modern platforms.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

Sound of mobile shooter games  
by Alex Mars [10.21.19]
Prototype of how mobile shooters could sound. In this video, we are showing the redesign of shots, the dynamic mix, the occlusion and diffraction systems, and the ambient sounds. This video compares the prototype to the original game sound.
Audio, Design

Interaction Density 2.0  
by arne neumann [10.21.19]
Another look at the density of interactions in video games.
Business/Marketing, Design, Production

Deep Silver Volition — Champaign, Illinois, United States

University of Utah — Salt Lake City, Utah, United States
Assistant Professor (Lecturer)

Insomniac Games — Burbank, California, United States
Lead Level Designer
Insomniac Games - Lead Level Designer

Sony PlayStation — San Diego, California, United States
Senior Character TD
Senior Character TD

Wevr — Venice, California, United States
Senior Game Designer/Scripter (Blueprint, UE4)
Senior Game Designer/Scripter (Blueprint, UE4)

University of Exeter — Exeter, England, United Kingdom
Serious Games Developer

Wargaming Sydney — Sydney, New South Wales, Australia
UI Programmer

Deep Silver Volition — Champaign, Illinois, United States
UI Artist

Mutant Arm Studios — Bend, Oregon, United States
Technical Game Designer

Sucker Punch Productions — Bellevue, Washington, United States
QA Manager
QA Manager