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June 24, 2019
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Updates » Design
Don't Miss: 20 essential real-world games to study (and play!) 32
by John Harris [06.24.19]
In this classic feature we profile games like Chess and Go through pen-and-paper RPGs like Call of Cthulhu, European games like The Settlers of Catan, and more -- each with a unique design lesson.
Design

Blog: An archaeologist considers Heaven's Vault  
by Gamasutra Community [06.24.19]
Bob Whitaker talks with archaeologist Andrew Reinhard about Heaven's Vault, the latest game from Inkle Studios. Topics include archaeology, archaeologists in games, and artifact colonialism.
Design

Blog: On narrative from a cognitive perspective - Part 4  
by Gamasutra Community [06.24.19]
'Putting into play' is part of a project that aims to explain, from a cognitive and narrative perspective, the mind and hands-on approach to the design of an engaging and dynamic game system.
Design

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Gamasutra Staff [06.23.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Dissecting the revolutionary game design of Super Mario Kart 2
by Staff [06.21.19]
Over 25 years ago, one of the weirdest, most innovative, influential and enduring games was released. Gamasutra talked to a dev, a historian, and pro players about the legacy of Super Mario Kart.
Console/PC, Design

Q&A: After the Microsoft acquisition, what's next for Double Fine? 6
by Bryant Francis [06.21.19]
Double Fine CEO Tim Schafer discusses Microsoft's purchase of the company, what GamePass means for mid-sized studios, and what his hopes are if his employees decided to unionize.
Console/PC, Design, E3

PSA: Upload your resume to Gamasutra's job boards!
by Staff [06.20.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Attend XRDC for an inside look at building compelling AR brand experiences!  
by Staff [06.20.19]
Come to XRDC in October to get a behind-the-scenes look at how Tactic builds engaging, high-quality AR apps for brand storytelling, including a design walkthrough of their new Jack Daniel's AR app!
VR, Design, XRDC

Blog: Creating the the AI of Sea of Thieves - Part 3  
by Gamasutra Community [06.20.19]
In the third of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game.
Design

Blog: Creating natural looking geometry in Unexplored 2: The Wayfarer's Legacy 5
by Gamasutra Community [06.20.19]
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.
Programming, Design, Business/Marketing

Don't Miss: Captain Toad and the core of Nintendo game design 23
by Staff [06.19.19]
What makes the design of a game like Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work?
Console/PC, Design

Blog: Watch the first Library of Congress lecture given by a game composer  
by Gamasutra Community [06.19.19]
On April 6th, composer Winifred Phillips delivered the first game music composition lecture ever given at the Library of Congress, and you can watch it right here.
Audio, Design

Nintendo and Ubisoft honored at the 2019 Games for Change Awards  
by Chris Kerr [06.19.19]
Nintendo and Ubisoft were the biggest winners at the 2019 Games for Change Awards, which celebrated the year's best games based on their social impact and contribution towards learning.
VR, Console/PC, Design, Production

From The Witcher 3 to Cyberpunk: The evolution of CD Projekt's quest design 2
by Bryant Francis [06.19.19]
We caught up with the quest director of Cyberpunk 2077 to learn more about how his team has adapted to making content for a nonlinear RPG.
Console/PC, Design, Production, E3

Designing Monster Hunter: World around the conflict of empathy and violence 2
by Alissa McAloon [06.18.19]
Vice Games' interview with the Monster Hunter: World dev team offers a look at what considerations go into designing new huntable monsters, and how design and realism relate to empathy.
Console/PC, Design

Video: Designing Gambit Mode for Destiny 2: Forsaken  
by Staff [06.18.19]
In this 2019 GDC session, Bungie's Peter Sarrett dives into how Destiny 2's Gambit mode combines PvE with a smidge of PvP, and explains why it's the story of development gone delightfully right.
Console/PC, Social/Online, Design, Video, Vault

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [06.18.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Blog: The importance of definitions in game design 2
by Gamasutra Community [06.18.19]
This post will show you how defining terms in the context of your game can facilitate communication among designers.
Design

Blog: Design insights we learned at Dreamhack Dallas 2019 2
by Gamasutra Community [06.18.19]
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how to influence player perception, which we learned showcasing Summoners Fate at Dreamhack Dallas 2019.
Design

Check out Opus Magnum dev Zachtronics' entire game design history for free  
by Chris Kerr [06.18.19]
Here's something neat! You can now grab SpaceChem and Opus Magnum developer Zachtronics' complete game design history without spending a dime.
Console/PC, Design, Business/Marketing