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January 24, 2020
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Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Gamasutra Staff [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & more.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: How a ragtag band of modders restored Star Wars KOTOR II 9
by Bryant Francis [01.24.20]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Design, Programming, Console/PC

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive science and the scientific method to make your game enjoyable and engaging in the long term.
Design, Console/PC, Video, Vault

Hero bans work for some games but aren't a fit for Overwatch, argues Jeff Kaplan  
by Alissa McAloon [01.24.20]
"Sometimes the right design decision for one game, is a terrible decision for another game – even if the two games are very similar."
Design, Console/PC, Social/Online

A fleet of Arwings were just spawned in vanilla Ocarina of Time for the first time ever 1
by Chris Kerr [01.24.20]
In an apparent world first, a speedrunner has managed to spawn a fleet of Arwings in the vanilla version of The Legend of Zelda: Ocarina of Time without using a cheat device.
Design, Programming, Console/PC

Blog: Fixing random encounters with area tracking 2
by Gamasutra Community [01.24.20]
Taking a look at the classic RPG mechanic of random encounters and how we can turn the often scorned mechanic into a beloved part of any exploration game.
Design, Programming

Video Game Deep Cuts: Eternal Doom, Temtem Touryst  
by Simon Carless [01.24.20]
The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & plenty more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

by Iggy Zuk [01.24.20]
Depth through complexity.

The Importance of Presentable Gameplay  
by Josh Bycer [01.24.20]
While many people will talk about aesthetically pleasing games, we're going to talk about how to present your gameplay and why this matters for long term engagement.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

How sci-fi survival adventure Aquamarine found its second life  
by Patric Fallon [01.24.20]
After my roguelike-inspired sci-fi adventure failed its first Kickstarter in 2018, I had to regroup and figure out the game's future. By looking to its past and approaching the design with fresh eyes, I could finally see the path it was meant to follow.
Design, Production, Indie

Kingdom Hearts III: A Conclusion without a Story - Part 6 2
by Joshua Hallaran [01.23.20]
Part 6: Dreaming of the Future, Neglecting the Present - This six-part essay analyses Kingdom Hearts III's approach to storytelling, and the lessons that we as developers can learn from it. Written from a dev's perspective, with the insights of a fan.
Design, Console/PC, Indie

Reflections on Mathematics in Game Design  
by Sande Chen [01.23.20]
In this article, game designer Sande Chen explains the importance of learning mathematics in the field of game design.

Embodied Inc. — Pasadena, California, United States
Jr Performance Designer
Jr. Performance Designer - Contract

Deep Silver Volition — Champaign, Illinois, United States
Principal Writer

Running With Scissors — Tucson, Arizona, United States
Level Designer

Gear Inc. — Hanoi, Vietnam
[Vietnam] Game Designer

Sucker Punch Productions — Bellevue, Washington, United States
Gameplay Programmer
Gameplay Programmer

Tenacious Entertainment — Bellevue, Washington, United States
UI Artist / Designer

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

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

Futureplay — Helsinki, Finland
Senior Game Designer

HERE — Carlsbad, California, United States
Sr Software Enginer- Unity 3D