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January 20, 2021
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Updates » Design
Don't Miss: Ray Muzyka's Baldur's Gate II postmortem 1
by Staff [09.23.20]
In honor of BioWare's much-beloved RPG, check out Ray Muzyka's in-depth postmortem from a 2001 issue of Game Developer magazine.
Console/PC, Programming, Design, Production

Blog: How to better represent older characters in your game 2
by Gamasutra Community [09.23.20]
A large segment of the game industry is currently over 50, but 50+ year old characters in games are typically limited to four common tropes. This post discusses these tropes and how to move past them.
Design

Q&A: Why Apex Legends players are so in love with Skull Town  
by Bryant Francis [09.23.20]
Respawn Games design director Jason McCord discusses why Apex Legends players were so excited to return to Skull Town after months away.
Console/PC, Design

Video: How Pendragon went from side project to full Arthurian adventure  
by Staff [09.22.20]
Watch Pendragon designers Jon Ingold and Tom Kail discuss the development of the studio's new strategy Arthurian adventure.
Console/PC, Design, Video

Get a job: Join Airship Syndicate as a Design Scripter  
by Staff [09.22.20]
Airship is looking for a motivated designer with technical chops to help implement gameplay in Ruined King: A League of Legends Story!
Design, Recruitment

Don't Miss: How Supergiant Games adds new deities to Hades' pantheon 1
by Jay Castello [09.22.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Indie, Design

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [09.21.20]
Our Agoura Hills studio is looking for a Camera Designer to design and implement game cameras that make players feel like they are part of the action.
Design, Recruitment

Video: Behind Riot Games' Player Dynamics design philosophy  
by Staff [09.21.20]
In this 2020 GDC Summer talk, Kimberly Voll and Weszt Hart discuss "Player Dynamics", a design craft to address how player interactions create and enhance in-game and meta-game experiences.
Console/PC, Design, Video

Don't Miss: How Prey gives players space to tell their own stories 1
by Alex Wawro [09.21.20]
Or, Beat, Prey, Love: How Arkane combines holistic level design and dynamic enemies to great effect in Prey.
Console/PC, Design

Bethesda x Xbox - what does it mean for 'regular' game devs? 1
by Simon Carless [09.21.20]
What does Microsoft's $7.5 billion acquisition of Bethesda parent company Zenimax mean for the video game ecosystem in general, and regular publisher/devs in particular?
Console/PC, Indie, Design, Production, Business/Marketing

Designing and applying audio accessibility features for roguelikes 2
by Gamasutra Community [09.21.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design

Blog: Designing a thrilling enjoyable arcade experience for VR 1
by Gamasutra Community [09.18.20]
Game design student Vincent Trinel takes a deeper look at the design of virtual reality game, Quash.
VR, Design

Don't Miss: The evolutionary process of building Rayman Origins 4
by Staff [09.18.20]
Rayman and Beyond Good & Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start and why he just can't get enthusiastic about the Mario series.
Console/PC, Art, Design

Video: Preventing online harassment in games by studying social media's failures  
by Staff [09.18.20]
In this 2020 GDC session, the ADL's Daniel Kelley discusses how online games can learn from the mistakes of traditional social media to fight hate, discrimination, harassment, and extremism.
Console/PC, Design, Video

Blog: Rules for a future-proof 2D render order 2
by Gamasutra Community [09.18.20]
This guide explains how to set up the render order of your 2D (side-scrolling) game in a future-proof way. Some of it is specific to Unity, but most tips should be helpful regardless of engine.
Art, Design

Directing The Outer Worlds' first narrative expansion The Peril on Gorgon 1
by Bryant Francis [09.18.20]
The Peril on Gorgon game director Carrie Patel shares some insight on developing DLC for The Outer Worlds.
Console/PC, Design, Production

Don't Miss: Inside the development of Supergiant Games' Hades  
by Bryant Francis [09.17.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Indie, Design

Blog: Game composers and the importance of themes - Part 4  
by Gamasutra Community [09.17.20]
The fourth entry in a five-part series based on composer Winifred Phillips' talk at GDC 2020 in March covering the importance of themes.
Audio, Design

Don't Miss: The challenges BioWare faced designing Mass Effect 3 17
by Kris Graft [09.16.20]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Design

Blog: The hidden art of pacing - Part 3  
by Gamasutra Community [09.16.20]
How narrative systems bridge the gap between writers and designers, assisting in translating movies to games and merging story and gameplay structures.
Console/PC, Design