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November 21, 2019
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Updates » Design
Watch two of Elsinore's devs discuss the tragic Shakespeare simulator  
by Bryant Francis [07.31.19]
Watch two of the developers behind Elsinore discuss the making of their Hamlet-themed Shakespeare simulator.
Console/PC, Design, Video

Chat with two of Elsinore's developers at 11AM EST  
by Bryant Francis [07.31.19]
Chat with two of the developers who helped create the Hamlet-themed time-traveling game Elsinore at 11AM EST on the GDC Twitch channel.
Console/PC, Design, Video

Creating a vegetation system that reacts to the environment  
by Gamasutra Community [07.31.19]
The Riftbreaker is the latest project from EXOR Studios. Running on their own engine, it features multiple systems that aid immersion. In this article, we take a look at the vegetation system.
Console/PC, Programming, Design

Video: Niantic founder examines the state & future of AR games  
by Staff [07.30.19]
In this 2019 GDC talk Niantic CEO John Hanke examines the state of augmented reality, helping you imagine possible AR games & experiences that offer persistent shared experiences in the real world.
VR, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

At XRDC you'll learn how VR is radicalizing drug design at nanoscale  
by Staff [07.30.19]
At XRDC in San Francisco this October you'll have a rare opportunity to see exactly how cutting-edge researchers are using VR to design new drugs -- at nanoscale!
VR, Serious, Design, XRDC

The 2020 Independent Games Festival submissions are now open!  
by Staff [07.30.19]
Informa Tech, organizer of GDC 2020, is now accepting submissions for the 22nd annual Independent Games Festival (IGF), the longest running festival, summit and showcase of independent games!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

Making the bizarre, hilarious world of Trover Saves the Universe  
by John Harris [07.30.19]
Trover Saves the Universe was created by Rick and Morty creator Justin Roiland and shows off much of his show's bizarre humor. We talk to Squanch Games to learn about world-building and judgment-free ideation.
VR, Indie, Art, Design, Production, Video

Don't Miss: The Blue Shell and its discontents 45
by Ian Bogost [07.29.19]
"The Blue Shell is everything that's wrong with America," is how writer Ian Bogost opens this classic article interrogating the design and cultural context of Mario Kart's infamous leader-killer.
Console/PC, Design

Video Game Deep Cuts: GTA Online's Casino, Game Discoverability  
by Gamasutra Staff [07.28.19]
This week's roundup includes Grand Theft Auto Online's near-infinitely trailed casino addition, multiple cloud gaming analyses, & articles looking at 198X's debut and The Division 2's latest updates.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: FoxNext Games, HB Studios, and more are hiring now!  
by Staff [07.26.19]
From graphic design to programming, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Unity valuation hits $6 billion following latest investment deal  
by Chris Kerr [07.26.19]
Unity's valuation has climbed to $6 billion after the company signed an investment deal that will finance a $525 million tender offer to common shareholders.
Programming, Design, Production, Business/Marketing

Blog: Implementing data structures - Part 1 1
by Gamasutra Community [07.26.19]
Veteran programmer Niklas Gray examines the options for storing object arrays.
Programming, Design

Q&A: Behind the new open-ended design of Wolfenstein: Youngblood 1
by Bryant Francis [07.26.19]
Wolfenstein: Youngblood executive producer Jerk Gustafsson explains how MachineGames teamed up with Arkane Studios to create a co-op Wolfenstein experience.
Console/PC, Design, Video

Don't Miss: How devs deal with making enemies that feel 'okay' to kill 5
by Staff [07.25.19]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

Attend XRDC to see how natural language processing takes VR to the next level  
by Staff [07.25.19]
At XRDC in October you'll see how the team at Skydance have managed to deepen the already powerful immersion of VR with natural language processing!
VR, Audio, Design, XRDC

Understanding the success of Fortnite: A UX and psychology perspective 4
by Gamasutra Community [07.25.19]
As the former director of user experience (UX) at Epic Games, where I worked on Fortnite from 2013 to late 2017, I would like to share some of the different steps we took to fuel the game's success.
Design

Watch a design breakdown of digital card game adventure Nowhere Prophet  
by Bryant Francis [07.24.19]
Nowhere Prophet designer Martin Nerurkar discusses the design and programming decisions that drove the making of his new deckbuilding adventure.
Console/PC, Design, Video

Don't Miss: The art of the tutorial 15
by Staff [07.24.19]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Indie, Design

Blog: The one metric you SHOULD care about when launching your game 2
by Simon Carless [07.24.19]
I have good news for you. There’s already a way to work out if your premium, non-F2P game launching on Steam is going to be a success or not. And I really feel like many people don’t understand this.
Console/PC, Design, Production, Business/Marketing

Chat with the lead developer of Nowhere Prophet at 12PM EST  
by Bryant Francis [07.24.19]
Nowhere Prophet lead developer Martin Nerurkar is taking your questions on the GDC Twitch channel starting at 12PM EST.
Console/PC, Design, Video