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January 25, 2020
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Updates » Design
Logitech has made an expansive accessory kit for the Xbox Adaptive Controller  
by Chris Kerr [11.18.19]
Logitech has created a new 'Adaptive Gaming Kit' to help make the Xbox Adaptive Controller even more accessible.
Console/PC, Design, Video

Please welcome your juries for the IGF 2020 Audio, Design, and Nuovo awards!  
by Staff [11.18.19]
A diverse group of developers and industry professionals make up the juries of the GDC 2020 Independent Games Festival, and they'll soon decide the finalists for next year's awards!
Indie, Audio, Design, IGF

Video Game Deep Cuts: That Superliminal Jedi Guy  
by Gamasutra Staff [11.16.19]
This week's roundup looks at games from Superliminal to Jedi: Fallen Order and Pokemon Sword & Shield, plus behind the scenes at the ESRB & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Neopets has influenced a generation of game developers  
by Emma Kidwell [11.15.19]
Devs around the industry (including Nina Freeman, Kevin Snow, and Claire Hummel) reflect on how the venerable virtual pet website helped jumpstart their careers in game development.
Indie, Art, Design

Attend GDC and see how Borderlands 3 was optimized for 'bazillions' of guns  
by Staff [11.15.19]
The Gearbox team have always made a point of talking up just how many guns they cram into Borderlands, and at GDC 2020 in San Francisco you'll have a rare chance to see how they fit 'em all in!
Console/PC, Design, Production, GDC

Blog: Automating machine learning for mobile games  
by Gamasutra Community [11.15.19]
Machine learning enables personalized experiences in games, and Zynga is leveraging feature generation tools to streamline this development.
Design

How Mario 64 inspired that horrible goose's moveset 1
by Aron Garst [11.15.19]
Untitled Goose Game designer Nico Disseldorp explains how Mario 64's broad moveset inspired the waddling charm of the titular goose.
Console/PC, Indie, Design

Blog: Going indie in Syria 10
by Gamasutra Community [11.14.19]
We all had to struggle to make something out of life, but I am grateful for how far I have gone. This is my story on how I made my first game AvoCuddle and overcame the difficulties Syrians faced.
Design, Business/Marketing

Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds 2
by Bryant Francis [11.14.19]
Tim Cain and Leonard Boyarsky, co-directors on The Outer Worlds share some lessons they learned making their far-out space western RPG.
Console/PC, Design

Oculus and Unity team up for free course on VR game development  
by Alissa McAloon [11.13.19]
Oculus and Unity have teamed up to launch the 'Design, Develop, and Deploy for VR' program, aiming to give game developers the building blocks needed to start their first virtual reality projects.
VR, Programming, Audio, Design, Production, Business/Marketing

Don't Miss: The Binding of Isaac postmortem 26
by Staff [11.13.19]
In this classic feature, Edmund McMillen discusses how he added religion toZelda, mixed it with a roguelike, and came out with a surprise hit.
Indie, Programming, Art, Design, Production, Business/Marketing

Video: How Techland built Dying Light's remarkable parkour system  
by Staff [11.13.19]
In this 2018 GDC session, Techland's Bartosz Kulon shares the colorful story of how movement, running, and climbing was implemented in Dying Light.
Console/PC, Design, Video, Vault

Steam search suggestions & premium positioning 2
by Gamasutra staff [11.13.19]
This time out, I thought it would be interesting to look - incredibly specifically - at Steam search suggestions. That is, the games that pop up when you start typing in things in Steam search.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Rock, paper, scissors design in JRPGs  
by John Harris [11.13.19]
This is an excerpt chapter from the book Level Up: A JRPG Creator's Handbook, available in the current Storybundle, about using non-transitive character and monster powers to design interesting encounters.
Console/PC, Design

Game Design Deep Dive: Crafting mystery through gameplay in Nauticrawl  
by Andrea Interguglielmi [11.13.19]
In this thorough Deep Dive, Nauticrawl dev Andrea Interguglielmi walks through his process of designing this atmospheric puzzle game to evoke feelings of genuine mystery and wonder.
Indie, Design, Deep Dive

Don't Miss: Devs recount their near-catastrophic run-ins with the sunk cost fallacy 4
by Rich Moss [11.12.19]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing

Q&A: Respawn's Mohammad Alavi works for greater diversity in game dev  
by Staff [11.12.19]
Ahead of his GDC 2020 talk on character diversity in Apex Legends, Respawn's Mohammad Alivi sits down to chat about how he got into games, and why it's so vital for game dev to be inclusive & diverse.
Console/PC, Design

Epic Games acquires photogrammetry asset library and toolset maker Quixel 1
by Chris Kerr [11.12.19]
The Swedish company has a variety of products designed to help game and movie makers create photorealistic 3D content including Megascans, a massive library of 2D and 3D photogrammetry assets.
Console/PC, Design, Production, Business/Marketing

Blog: Composing the iconic theme music for The Dark Eye: Book of Heroes  
by Gamasutra Community [11.12.19]
Composer Winifred Phillips shares her creative process in composing the iconic main theme for one of her most recent projects, The Dark Eye: Book of Heroes.
Audio, Design

Q&A: Designing the foreboding Apple Arcade Soulslike Bleak Sword  
by John Harris [11.12.19]
We speak with more8bit's Luis Jimenez about his excellent minimalistic Soulslike Bleak Sword.
Smartphone/Tablet, Indie, Design, Video