Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 9, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Deep Dive
Game Design Deep Dive: Rethinking adventure games to create empathy 6
by Chris Kerr [12.22.16]
We set out to create an adventure game that had the soul of a '90s LucasArts title but felt a more contemporary. So, we ended up making a point and click, just without the pointing and clicking.
Console/PC, Design, Video, Deep Dive

Game Design Deep Dive: Controlling two things at once in Soft Body 9
by Zeke Virant [12.05.16]
"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body
Console/PC, Indie, Design, Video, Deep Dive

Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [11.28.16]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art, Video, Deep Dive

Game Design Deep Dive: Forza Horizon 3's online co-op multiplayer 2
by Grant Orban [11.16.16]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: The folktale structure of Burly Men at Sea 2
by Brooke Condolora [11.14.16]
"Of the many elements that helped establish what we describe as a “folktale adventure,” three contributed most to our design: length, tone, and moral." - Brooke Condolora, co-founder of Brain&Brain
Smartphone/Tablet, Indie, Video, Deep Dive

Game Design Deep Dive: Bringing the FPS to VR in Space Pirate Trainer  
by Dirk Van Welden [11.04.16]
"Best practices and established mechanics were useless or sometimes actively misleading, so we had to search for an optimal way to transfer the FPS experience into VR." -Dirk Van Welden, project lead on Space Pirate Trainer
VR, Indie, Programming, Design, Deep Dive

Game Design Deep Dive: Turning Bloodline Champions into Battlerite 1
by Peter Ilves [10.27.16]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Deep Dive

Game Design Deep Dive: Making debugging into a mechanic in Beglitched 1
by AP Thompson [10.14.16]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design, Video, Deep Dive

Game Design Deep Dive: How dark themes and bright art collide in Severed  
by Augusto Quijano [10.10.16]
"We didn't want to dilute the gravity of the situation Sasha is dealing with, but our aim was to portray the weight of the situation, not the gore of it," says Augusto Quijano, concept lead on Severed
Smartphone/Tablet, Art, Design, Video, Deep Dive

Audio Design Deep Dive: Using a human skull to create the sounds of Inside 8
by Martin Stig Andersen [10.06.16]
The composer & sound designer on Playdead's Inside takes us on a deep dive into why and how he used a human skull to create the unique aural soundscape of this atmospheric puzzle game.
Console/PC, Indie, Audio, Deep Dive

Game Design Deep Dive: Realistic chat in Mr. Robot:1.51exfiltrati0n 4
by Adam Hines & Kevin Riach [09.20.16]
Adam Hines, co-founder of Night School Studio and game director, and Kevin Riach, game designer/producer, talk about creating the free-flowing real time text conversations in Mr. Robot:1.51exfiltrati0n
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Relaying asymmetric info in Eon Altar 1
by Joey Wiggs [09.07.16]
Designing a game around a single screen can be hard enough--what about multiple screens in local space? This mobile/PC hybrid tries to do just that, using players' phones or tablets as controllers.
Smartphone/Tablet, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Building truly cooperative play in Overcooked 8
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design, Video, Deep Dive

Game Design Deep Dive: Color as identity in Push Me Pull You 8
by Michael McMaster, Jacob Strasser [08.12.16]
"In a frantic local-multiplayer game, readability is hugely important. In our case, where there are two teams of two players on-screen at all time, it can be tricky to keep track of your character."
Indie, Art, Design, Video, Deep Dive

Game Design Deep Dive: Dying Light's Natural Movement system 4
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video, Deep Dive

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video, Deep Dive

Game Design Deep Dive: Power-ups in Lovers in a Dangerous Spacetime 1
by Matt Hammill [11.17.15]
"If there’s one takeaway from this piece, it’s that every decision we made was massively influenced by playtesting. I can’t stress enough how important this was for ending up with clear, understandable game systems."
Console/PC, Indie, Design, Deep Dive

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
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.
Console/PC, Indie, Design, Exclusive, Deep Dive

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive