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March 24, 2019
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Updates » Design
See how God of War's combat evolved to match its new camera system at GDC!  
by Staff [03.12.19]
When Sony Santa Monica introduced a more intimate, player-controlled camera system in its latest God of War game it revamped the combat to match, and at GDC you'll get a meaty look at how they did it!
Console/PC, Programming, Design, GDC

Inclusion in games a pressing concern for players, according to survey 1
by Chris Kerr [03.12.19]
"These findings should validate and encourage game developers to incorporate inclusive content in their games."
Design, Production, Business/Marketing

Blog: How music enhances virtual presence  
by Gamasutra Community [03.12.19]
Game composer Winifred Phillips shares preparatory research from two of her upcoming lectures.
Audio, Design

Making the tactics genre more accessible, less intimidating, in Fae Tactics 1
by Aron Garst [03.12.19]
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, Art, Design

Video: Overcoming network latency in Mortal Kombat & Injustice 2  
by Staff [03.11.19]
In this 2018 GDC talk, NetherReal Studios Michael Stallone describes the drastic engine changes and optimizations of Mortal Kombat XL and Injustice 2.
Console/PC, Design, Video

Don't Miss: Creating the wordless, narrative-driven game A Bird Story 2
by Staff [03.11.19]
While To the Moon was rather wordy, Kan Gao's follow-up game A Bird Story doesn't feature a single line of dialogue.
Indie, Design

Developing indie JRPG Edge of Eternity in Early Access  
by Gamasutra Community [03.11.19]
'Open-world JRPG,' 'Indie,' and 'Early Access.' Marrying those three terms might sounds impossible but by using the magic of [Public Roadmap], our daunting assignment seems more accessible.
Console/PC, Design, Production

How Failbetter Games devised Sunless Skies' facets progression system  
by Jack Yarwood [03.11.19]
When the team at Failbetter Games decided to make a sequel to their survival roleplaying game, Sunless Sea, there were a few areas they highlighted for improvement. One being progression.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Sekiro's Rising Trials In Urban Planning  
by Gamasutra Staff [03.10.19]
This week's highlights include some early looks at From Software's anticipated Sekiro, the goofiness of GaaS bike sequel Trials Rising, and how SimCity inspired a lot of urban planners, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Square Enix, Crystal Dynamics, and more are hiring now!  
by Staff [03.08.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Indie, Programming, Design, Production, Recruitment

Don't Miss: Incorporating level design in melee combat systems 3
by Staff [03.07.19]
Combat developers on games including Heavenly Sword, God of War III, DmC: Devil May Cry, The Last of Us, Aztez, Dead Island 2, Killzone and Watchdogs offer analysis and tips.
Console/PC, Design

Catch up on these insightful interviews with IGF 2019 finalists!  
by Staff [03.07.19]
To help you better understand the work that went into these remarkable games, the team at Gamasutra have once again published a series of snappy interviews with this year's IGF finalists!
Indie, Design, Production, GDC

Bungie shares tips on designing levels for different player types at GDC 2019!  
by Staff [03.07.19]
This is the talk to see if you want to learn practical ways to tailor levels to player motivations, replete w/ concrete examples from series like Mass Effect, Dragon Age, and Bungie's own Destiny
Console/PC, Design, GDC

Blog: The two philosophies of gameplay 3
by Gamasutra Community [03.07.19]
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.
Design, Production

Video: Building strong player attachment through narrative
by Staff [03.06.19]
In this 2017 GDC talk, game designer Harrison Pink dives deep into the lessons learned creating fully realized characters in Telltale's The Walking Dead, Tales from the Borderlands, and Mafia III
Console/PC, Design, Video

King's Tracey John brings the power of mobile storytelling to GDC 2019  
by Staff [03.06.19]
Read how King lead narrative design lead Tracey John will be helping developers tell better stories at GDC 2019.
Console/PC, Design

Watch a breakdown of the game design behind The Occupation  
by Bryant Francis [03.06.19]
The lead game designer of The Occupation breaks down some of the processes behind making an investigation game that takes place in a real-time four hour simulation.
Console/PC, Design, Video

Sponsored Content
Tips on porting your indie game (and how we can help!)  
by Matthew Tighe, CTO and Founder; Steve Longhurst​, Technical Director, DO games [03.06.19]
Indies can handle porting by themselves, but there's significant investment required - likely several months per platform. DO games' tech leads offer tips on porting, and explore whether a dev partner is right for your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Don't Miss: Crunch & self-mutilation in Swery's puzzler The Missing 1
by Staff [03.06.19]
Hidetaka "Swery" Suehiro talks Gamasutra through the design of his new studio's first game, The Missing, and how he hopes it will prove him a good game designer -- not just an interesting storyteller.
Indie, Design

Designing Mortal Kombat's famously bloody fatalities  
by Chris Kerr [03.06.19]
"The very start of the process is always a fatality that's going to set the tone for the rest of them. I'm usually the one who draws up that fatality, and says okay 'this is going to happen.'"
Design, Video