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Updates » Design
Don't Miss: A Game Design Deep Dive into SteamWorld Dig's digging mechanic 2
by Staff [02.21.20]
Here, the team describes the process they went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Indie, Design

Don't miss all these insightful interviews with alt.ctrl.GDC 2020 devs!  
by Staff [02.21.20]
From a sword in a stone to a game of competitive potion-brewing, each of these one-of-a-kind alt.ctrl.GDC 2020 games has a remarkable origin story -- read all about 'em in these Gamasutra interviews!
Indie, Design, GDC, alt ctrl gdc

ALT.CTRL.GDC Showcase: Wataru Nakano x MIYAZAWORKS' The Sword and Bruce and Box  
by Joel Couture [02.21.20]
The Sword tasks players with guessing weights to correctly (and heroically) pull a sword from the stone, and Bruce and Box needs them to hide and keep themselves covered up with a box.
Indie, Design, Video, GDC, alt ctrl gdc

Blog: Crafting nightmares to define Othercide's art direction  
by Gamasutra Community [02.21.20]
Finding the 'soul' for Othercide's art direction was a thrilling journey. Born from our own traumas, here is how we tried to make our game stand out from the tactical genre.
Art, Design

How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Jack Yarwood [02.21.20]
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games.
Indie, Art, Design, Video

Get a job: Insomniac Games is hiring a Lead Level Designer  
by Staff [02.20.20]
This should be someone who'll lead the Level Design team in the operation of designing, developing, and polishing game levels including level geometry, enemy encounters, puzzles, and unique gameplay.
Design, Recruitment

Video: Inside the AI systems of Final Fantasy XV  
by Staff [02.20.20]
In this 2018 GDC talk, Square Enix's Youichiro Miyake offers up a behind-the-scenes look at the design and development of Final Fantasy XV's three primary AI systems!
Console/PC, Programming, Design, Video, Vault

Kitfox's Victoria Tran aims to kill toxic game communities with kindness 2
by Staff [02.20.20]
Kitfox's Victoria Tran will be at GDC 2020 to show you how to build kinder communities around your games! Here she chats a bit about why you should go, and how studying prisons shaped her perspective.
Social/Online, Design, Business/Marketing, GDC

Go behind the scenes of the new Animal Crossing with Nintendo at GDC 2020!  
by Staff [02.20.20]
Game Developers Conference organizers are excited to announce that GDC 2020 attendees will have the opportunity to learn, firsthand, how Nintendo designed Animal Crossing: New Horizons for the Switch!
Console/PC, Design, GDC

Inside the design challenges of Children of Morta  
by Hamid R. Saeedy [02.20.20]
In this article, I will try to describe the design process and the various challenges we faced along the way of making Children of Morta.
Console/PC, Indie, Art, Design, Production

Don't Miss: Designing mobility in Shovel Knight: Specter of Torment 6
by Staff [02.19.20]
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment.
Console/PC, Indie, Design

Video: Valve's Portal postmortem  
by Staff [02.19.20]
In this 2008 GDC talk, Valve's Kim Swift and Erik Wolpaw expound upon the topic of integrating narrative into the game design of 2007's smash hit Portal.
Console/PC, Art, Audio, Design, Production, Video, Vault

Learn to design immersive game worlds the D&D way at GDC 2020! 1
by Staff [02.19.20]
The folks at Wizards of the Coast are responsible for shepherding D&D (now in its 5th edition) towards a more immersive, inclusive design, and at GDC next month you'll see how they did it!
Console/PC, Design, GDC

Blog: What is reward fatigue? 3
by Gamasutra Community [02.19.20]
Tangible and expected rewards loosely linked to performance were, among other kinds of extrinsic gratifications, found to decrease intrinsic motivation.
Design, Production

Rebuilding a classic in Age of Empires II: Definitive Edition  
by Bryant Francis [02.19.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Console/PC, Art, Design

Don't Miss: What went right (and wrong) during the development of Persona 4 10
by Staff [02.18.20]
In this classic postmortem, the Atlus team behind Persona 4 discuss what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Design, Production

Watch GDC 2020 speakers (try to) pitch you their talks -- in 60 seconds or less!  
by Staff [02.18.20]
As you're planning out your time at GDC 2020 next month, organizers want to remind you that some speakers have taken the time to make great, brief (60 seconds-ish) pitch videos for their talks! 
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Come to GDC and see how Mortal Kombat 11's revamped tutorial mode was built!  
by Staff [02.17.20]
Few studios know the challenge of teaching fighting games better better than Mortal Kombat maker NetherRealm, and at GDC next month you'll see how Mortal Kombat 11's revamped tutorial mode was made!
Console/PC, Social/Online, Design, GDC

Video Game Deep Cuts: You Got Politics In My Dreams  
by Gamasutra Staff [02.15.20]
The latest highlights include the politics in games discussion re-ignited by Tim Sweeney's DICE comments, the full launch of Media Molecule's Dreams, a look at new games like Wide Ocean Big Jacket, & more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Double Fine, Insomniac, and more are hiring now!  
by Staff [02.14.20]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment