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August 13, 2020
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Updates » Design
How System Era overcame creative paralysis to fix Astroneer's crafting system  
by Chris Kerr [08.04.20]
System Era designer Aaron Biddlecom and gameplay programmer Elijah O'Rear explain how they mined their own game design to invigorate Astroneer's "flat" crafting system.
Console/PC, Design, Production, GDC

How Disney makes RPG mechanics work in real life at Star Wars: Galaxy's Edge  
by Bryant Francis [08.04.20]
Like many LARPers before them, Disney's Imagineers have transplanted role-playing game mechanics into the real world setting of Star Wars Galaxy's Edge. Here's a breakdown of what they did.
Console/PC, Design, GDC

New AbleGamers program aims to educate devs & foster a more inclusive industry  
by Alissa McAloon [08.04.20]
AbleGamers has announced a new initiative that aims to make its Accessible Player Experience Practitioner (APXP) course and the knowledge contained within more accessible to marginalized game developers.
Design, Production, GDC

Don't Miss: Breaking linear character progression with Outer Worlds' flaw system 4
by Aron Garst [08.03.20]
The Outer Worlds co-director Tim Cain tells Gamasutra about the thinking behind the game's unique "flaw" system, and how its design entices players to develop their characters in an organic, non-linear manner.
Design

Video: Creating Dr. Grordbort's Invaders for Magic Leap One  
by Staff [07.31.20]
In this 2019 VRDC talk Weta's James Everett discusses the process of creating the striking Dr. Grordbort's Invaders game for the Magic Leap One Creator Edition headset.
VR, Design, Production, Video, Vault

Don't Miss: Making the tactics genre more accessible & less intimidating in Fae Tactics 1
by Staff [07.31.20]
Fae Tactics, a grid-based strategy game by Endlessfluff Games duo Carolina Moya and Kyron Ramsey, looks to take the best elements of Japanese tactics games, and lose the elements that hold them back.
Console/PC, Indie, Design

Don't Miss: The creative camaraderie behind Wilmot's Warehouse 1
by Staff [07.30.20]
In this deep dive, Wilmot's Warehouse designer and artist Richard Hogg serves up a meandering and delightfully insightful look at how the emergent puzzler came to be. 
Console/PC, Indie, Design

Blog: Has your game got 'juice'? (& more!)  
by Simon Carless [07.30.20]
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)
Console/PC, Indie, Design, Production

Exploring the AI of Command & Conquer 3
by Tommy Thompson [07.30.20]
The release of Command & Conquer Remastered comes with an added bonus: the release of the source code. So let's dive in and find out how enemy AI works in Tiberian Dawn and Red Alert.
Programming, Design

Video: Crafting multiplayer maps for casual and competitive play  
by Staff [07.29.20]
In this GDC 2018 talk Hi-Rez Studios' Andrew Yoder describes key differences between designing multiplayer levels for casual vs. competitive (i.e. eSports) play, referencing his own work on Paladins.
Console/PC, Social/Online, Design, Video, Vault

Watch speedrunners break games in front of the devs who made them at GDC Summer!  
by Staff [07.29.20]
Sometimes, the best way to learn about your game is to watch someone else play it in a way you never intended; at GDC Summer 3 notable games will be speedrun live, as a dev offers commentary!
Console/PC, Design, GDC

Blog: Using emergent systems to improve interactive storytelling 8
by Gamasutra Community [07.29.20]
In this post I point out narratological limitations within games and suggest possible solutions, based on my research and my experimental project Fabula Persona.
Console/PC, Design, Production

The Google Play Indie Games Festival winners have been announced  
by Chris Kerr [07.28.20]
The winners of the Google Play Indie Games Festival have been announced, spotlighting some of the best and brightest indie games on the Android marketplace. 
Smartphone/Tablet, Design, Business/Marketing

Analysis: Xbox Demo Fest blasts off 1
by Simon Carless [07.27.20]
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)
VR, Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Designing great interactive narratives on mobile  
by Staff [07.27.20]
In this GDC 2018 talk writers Cass Phillipps, Marisa Bell, Jon Ingold and Rachel Weber discuss and debate how to create great narratives for players of mobile games.
Smartphone/Tablet, Design, Video, Vault

Blog: The Rapid Prototyping Game 1
by Gamasutra Community [07.24.20]
Being a game designer and teaching game design to others are two very different skills. In this article we examine The Rapid Prototyping game, a game-based learning strategy geared towards teaching game design in the classroom.
Design

Don't Miss: Inside the campaign design of Halo 5: Guardians  
by Bryant Francis [07.24.20]
Take a look back at the design pillars behind the campaign of Halo 5: Guardians.
Console/PC, Design

Video: Expanding animation & design capabilities in Battlefield 1 post-launch  
by Staff [07.24.20]
In this GDC 2018 session EA Dice's Ryan Duffin reveals how the Battlefield 1 devs built upon content and gameplay systems post-launch in ways that liberated animators and designers' creativity.
Console/PC, Social/Online, Art, Design, Video, Vault

Tell Me Why FAQ clarifies game's depiction of trans and Indigenous characters  
by Bryant Francis [07.24.20]
An FAQ about Dontnod's new narrative adventure Tell Me Why explains how the game intends to depict its transgender & Indigenous characters and clarify early-game plot points.
Console/PC, Design

Blog: An agil-ish approach to game jams 1
by Gamasutra Community [07.24.20]
This article exposes the way I use to manage game jams development cycles. The method takes from the most used project management frameworks.
Programming, Design