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August 5, 2020
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Updates » Design
Behind the Jackie Chan-inspired combat of Bloodroots  
by Aron Garst [03.03.20]
"In [Chan's] movies, he uses everything around him. He'll put his foot in a pot and smash it on someone's head and then grab a ladder and spin it. We wanted to capture that feeling of going from enemy to enemy."
Console/PC, Indie, Design, Video

Don't Miss: Reflections on the afterimage of Final Fantasy VII 17
by Staff [03.02.20]
"There's a reason [Final Fantasy VII] struck a chord and it goes beyond the fact that it brought cinematic melodrama to video games on a grand scale for the first time."
Console/PC, Design

Blog: Designing the perfect video game tutorial  
by Gamasutra Community [03.02.20]
Tutorials shouldn't be boring bureaucratic procedures or massive chunks of text, they must be as exciting as the final boss. Here I try to show how accomplish that, and help you do the same.
Console/PC, Design, Production

Blog: Programming visual effects for Lightmatter 3
by Gamasutra Community [03.02.20]
Software developer and game programmer Benjamin Overgaard looks into the development process behind the visual effects in Lightmatter.
Programming, Design

Blog: Designing the enemy AI of The Division 2 1
by Gamasutra Community [03.02.20]
Some tantalising insights from The Division's lead AI programmer on evolving enemy AI design.
Design

Video Game Deep Cuts: Speedrunning Cyberpunk 2077's Shadow Dust  
by Gamasutra Staff [03.01.20]
The latest link highlights include a crazy Dark Souls speedrunning exploit, Cyberpunk 2077 from a couple of different angles, the lovely looking new title Luna The Shadow Dust & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Using the language of film & theater to entice new players in FMV game Erica 1
by Staff [02.28.20]
"With Erica, I wanted to use the familiar language of film to basically bring people in, to ease the phobia of games,” says Flavourworks' Jack Attridge in this design chat about his new FMV game Erica.
Console/PC, Design

Video: Understanding the illusion of choice in game design  
by Staff [02.28.20]
In this 2016 GDC talk, Epic Games' Jim Brown examines the psychological and biological underpinnings of how people make choices, examining examples of how devs use these 'rules' to impact players,
Console/PC, Design, Video, Vault

How Supergiant added new goddess Demeter to Hades' pantheon 1
by Jay Castello [02.28.20]
“Demeter hadn’t really been in the running among gods we were eager to add,” explains Greg Kasavin. “For one thing, I believe she would rank dead last in terms of ‘household name’ status among Olympians."
Indie, Design

Video: Procedural level design in XCOM 2  
by Staff [02.27.20]
In this 2018 GDC talk, Firaxis Games' Brian Hess explains how the development team of XCOM 2 survived the transition from hand-crafted to procedural level design.
Console/PC, Design, Video, Vault

Don't Miss: How Game Freak designs the iconic monsters of Pokemon 1
by Christian Nutt [02.27.20]
In this classic chat Gamasutra speaks to Hironobu Yoshida, the final art supervisor of the 20-person team that designs the creatures that form the core of Nintendo's killer handheld franchise.
Design

Metal Gear creator Hideo Kojima to receive BAFTA Fellowship award  
by Chris Kerr [02.27.20]
Hideo Kojima will be honored with the prestigious BAFTA Fellowship award at the British Academy Games Awards in April.
Console/PC, Design, Business/Marketing

Don't Miss: A look back at the history of Konami's Gradius 12
by Staff [02.26.20]
Remember Gradius? Konami's stand-out 2D shooter franchise was released over 30 years ago, and Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Design, Business/Marketing

Chat with Zachtronics' Matthew Burns about the making of Eliza at 4PM EST  
by Bryant Francis [02.26.20]
Chat with the lead developer of Eliza starting at 4PM EST on the GDC Twitch channel!
Console/PC, Design, Video

Blog: My full-time indie developer life - Year 3 3
by Gamasutra Community [02.26.20]
My name is Kevin Giguère and I am the founder and sole member of Dragon Slumber. 2019 was my third year as a full-time independent game developer, and I wanted to chronicle my experiences.
Design, Production, Business/Marketing

Pathfinding for three playable characters simultaneously in Path of Giants  
by Andrew Farrell [02.26.20]
Andrew Farrell with indie developer Journey Bound Games goes into detail about how his studio implemented pathfinding in their impressive debut game, Path of Giants.
Indie, Design

Don't Miss: The Resident Evil 4 postmortem 8
by Staff [02.25.20]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Art, Design

Designing the offbeat comedy of Crows Crows Crows' Accounting +  
by Jack Yarwood [02.25.20]
William Pugh, the game designer known for his work on The Stanley Parable and Accounting +, explains his approach to humor in games, and the importance of preserving the joy in ones' work.
Indie, Design, Video

Road to the IGF: Golden Glitch's Elsinore  
by Joel Couture [02.24.20]
Elsinore places players in a time-looping vision of Hamlet, having them guide Ophelia through a living, active world as their decisions shape its tragic conclusions.
Indie, Design, Video, IGF

Video Game Deep Cuts: Your World Of Horror's Clockwork God  
by Gamasutra Staff [02.22.20]
Highlights include a raft of new games, from World Of Horror through Lair Of The Clockwork God to Hunt: Showdown and beyond, as well as voxels and Apple Arcade, and an investigative piece on GameStop.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing