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
September 22, 2019
arrowPress Releases







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


Updates » Design
Blog: MVP like Nintendo in 1980 5
by Gamasutra Community [07.03.19]
How one of Nintendo's least-known Minimum Viable Products shaped the history of handheld gaming.
Design, Business/Marketing

Blog: The design trade-offs behind Way of Rhea's entity system  
by Gamasutra Community [07.03.19]
Here's an explainer detailing some of the trade-offs I made when designing Way of Rhea's entity system.
Design, Production

Optimizing the complex mechanics of Project Hospital 1
by Gamasutra Community [07.03.19]
Getting a tycoon game with a lot of complex mechanics running well is a long process -- let's have a look at some examples and tricks used in Project Hospital.
Design

Blog: Charting the pacing of Uncharted 2 - Part 2  
by Gamasutra Community [07.02.19]
Uncharted 2 has some of the most exceptional pacing in action-adventure video game history. Let's take a look at what that means and how the game achieves it.
Design

Don't Miss: The undying allure of the Metroidvania 19
by Christian Nutt [07.02.19]
This 2015 chat sees Gamasutra speaking to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Design

Video: The dialog systems and tools of Firewatch  
by Staff [07.02.19]
In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
Indie, Design, Video, Vault

See all XRDC has to offer at a 20% discount with this special holiday promo!  
by Staff [07.02.19]
Now through July 8th (next Monday) at 11:59pm PST, get 20 percent off the price of your XRDC pass with the special 4th of July promo code XR19JULY20!
VR, Serious, Audio, Design, Production, Business/Marketing, XRDC

Blog: Designing fun movement in video games 1
by Gamasutra Community [07.02.19]
Moving a character is so common in games that players and designers often take it for granted, however, designing great movement can make simply controlling a character fun.
Design

Valve is exploring 'several ways' of doing untethered Index VR 2
by Chris Kerr [07.02.19]
Valve might have only just launched its Index VR headset, but the company is already dreaming up ways to improve the device.
VR, Design, Business/Marketing

Blog: Historians discuss Total War: Three Kingdoms  
by Gamasutra Community [07.02.19]
Historians John Harney and Maggie Greene discuss Creative Assembly's latest Total War title. Topics include the Three Kingdoms period, Confucianism, Chinese literature, and cultural history.
Design

Behind the audio of Total War: Three Kingdoms 1
by Tom McCaren, Valentin Goellner [07.02.19]
Creative Assembly's audio designer and senior audio designer offer an inside look at the audio of the recently released Total War: Three Kingdoms - including how ASMR influenced the sound design.
Audio, Design, Video

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion  
by Gamasutra Staff [06.28.19]
This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: New World Interactive, Cold Iron Studios, and more are hiring now!  
by Staff [06.28.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

iPhone and iPad designer Jony Ive is leaving Apple after 27 years 2
by Chris Kerr [06.28.19]
Veteran industrial designer Jony Ive is leaving Apple after over two decades at the tech giant, leaving behind a design legacy that includes the iPhone and iPad.
Smartphone/Tablet, Design

At XRDC you'll see how VR blended with real sets brings WWI history to life  
by Staff [06.27.19]
Having made the affecting WWI VR exhibit War Remains, Skywalker Sound's Mac Smith & Flight School Studio's Taylor Williams will share lessons learned for designing great location-based AR/VR!
VR, Design, XRDC

Blog: Creating the the AI of Sea of Thieves - Part 4  
by Chris Kerr [06.27.19]
In the last of my four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game.
Design

Blog: Simple solutions for satisfying post-game content 2
by Gamasutra Community [06.27.19]
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative.
Design, Production, Business/Marketing

Why Clint Hocking wanted every NPC in Watch Dogs: Legion to be playable 1
by Bryant Francis [06.27.19]
Veteran game designer Clint Hocking shares his thoughts about making every NPC playable in Ubisoft's new game Watch Dogs: Legion.
Console/PC, Design

Watch a breakdown of the design and planning that keeps Dauntless running  
by Bryant Francis [06.26.19]
The developers behind Behemoth-slaying online game Dauntless share stories and insight from the game's development.
Console/PC, Design, Production, Video

Don't Miss: Obduction let Cyan experiment with VR in a non-Myst universe 1
by Staff [06.26.19]
Obduction is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
Console/PC, Programming, Design