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September 20, 2019
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Updates » Design
Game Design Deep Dive: Making the 100(!) endings of Reventure 2
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Console/PC, Indie, Design, Video

Don't Miss: Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [06.25.19]
We spoke with some of the developers of The Silver Case, discussing character design, story, and its 2017 remaster.
Console/PC, Indie, Art, Design

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Console/PC, Indie, Art, Design, Video, Vault

See the future of location-based AR/VR entertainment at XRDC!  
by Staff [06.25.19]
Location-based experiences are a great way to introduce newcomers to AR/VR, and at XRDC in San Francisco this October you'll get behind-the-scenes insight into how to make them fun and successful.
VR, Design, Business/Marketing, XRDC

Building interesting emergence in Dying Light 2 2
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Console/PC, Design, Video, E3

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 6
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 24
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 3
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