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October 22, 2019
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Updates » Design
Don't Miss: How Naughty Dog designed The Last Of Us' brutal melee system 1
by Staff [09.25.19]
Naughty Dog's Anthony Newman takes to the stage at GDC 2014 to deconstruct a complicated topic: the melee system at play in the studio's brutal post-apocalyptic 2013 game The Last Of Us.
Design

Respawn's first VR game is Medal of Honor: Above and Beyond  
by Alex Wawro [09.25.19]
"It's different than Titanfall," says Respawn's Peter Hirschmann of the studio's new big-budget WWII VR shooter. "It's different than shooting zombies. It's about something that really happened."
VR, Design

IGF 2020 Inspirations: The mind-bending, IGF award-winning Baba Is You  
by Staff [09.25.19]
Get inspired, and then get moving: GDC organizers still accepting submissions for the 2020 Independent Games Festival, but you've gotta get your game in before this coming Monday, September 30th!
Indie, Design, IGF

Chat with the developers of Jedi Knight II: Jedi Outcast at 3PM EST  
by Bryant Francis [09.25.19]
Four members of the Jedi Knight II: Jedi Outcast development team are dropping by the GDC Twitch channel to discuss the original game's development.
Console/PC, Design, Video

GDC YouTube Top 5: NYU Game Center's Mitu Khandaker 1
by Staff [09.24.19]
Mitu Khandaker, CEO and technical director of Glow Up Games, professor at NYU Game Center, and GDC Advisory Board member, picks her top 5 GDC YouTube videos, from player inclusivity to writing modular characters for system-driven games.
Programming, Art, Design, Production, Business/Marketing, GDC

Using the language of film & theater to entice new players in FMV game Erica  
by Steven T. Wright [09.24.19]
"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

Combat, co-op, and proc gen: Inside the design of Remnant: From the Ashes  
by Bryant Francis [09.23.19]
Remnant: From the Ashes design director John Pearl breaks down what makes Gunfire Games' Souls-like shooter stand out from the crowd.
Console/PC, Design

Get a job: PlayStation, Game Closure, and more are hiring now!  
by Staff [09.20.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Audio, Design, Production

Video Game Deep Cuts: Sayonara, Switch Lite, Wild Herds 1
by Simon Carless [09.20.19]
This week's highlights include the gorgeous Sayonara Wild Hearts & the launch of the Switch Lite, as well as a doc on the making of Them's Fighting Herds, Borderlands 3, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A 2007 look at the essential open-world games for game designers 6
by John Harris [09.20.19]
In this classic 2007 feature, Gamasutra looks at the evolution of 'open world games' from Adventure through Metroid to Grand Theft Auto and extracts some key lessons for game designers.
Design

Don't Miss: How Everything connects the arts of animation and game design  
by Alissa McAloon [09.19.19]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it in this live-streamed interview
Indie, Art, Design

How to grow as a designer: What to read, where to get ideas, and knowing thyself
by Tanya X. Short [09.19.19]
Here are a few thoughts and observations on how to grow as a designer, whether you’re aspiring or senior, based on over 10 years of experience.
Design

Watch two of GreedFall's developers discuss their new colonial RPG  
by Bryant Francis [09.18.19]
Learn some of the design and development secrets behind Spiders' new action RPG GreedFall in this discussion from the GDC Twitch channel.
Console/PC, Design, Video

Don't Miss: Writing Firewatch, and capturing the beauty of being alone 3
by Roy Graham [09.18.19]
"People go to Wyoming because they're captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you don't really get rid of for the rest of your life."
Indie, Art, Design

IGF 2020 Inspiration: Zachtronics' award-winning Opus Magnum!  
by Staff [09.18.19]
The deadline to submit your game to the Independent Games Festival for award consideration is less than two weeks away (September 30th) so don't delay!
Indie, Design, IGF

Pitch your best talk for the GDC 2020 Online Game Technology Summit!  
by Staff [09.18.19]
This is your chance to speak at the Online Game Technology Summit, a new Summit debuting at GDC 2020 that's all about the technical challenges of designing, launching, and running online games!
Social/Online, Design, GDC

Blog: Why not just use thumbsticks? 7
by Gamasutra Community [09.18.19]
When advocating for better game controls, I'm often asked 'why not just use thumbsticks? Why fix what's not broken?' It's amazing how easy to forget that a tiny joystick makes for a terrible mouse, and that developers bend over backwards to hide it.
Design

Blog: Historians play Assassin's Creed Discovery Tour 1
by Chris Kerr [09.18.19]
In this live stream, historians Bob Whitaker and Kate Cook explore and discuss Assassin's Creed Discovery Tour Ancient Greece.
Design, Business/Marketing

Chat with the developers behind GreedFall at 11AM EST  
by Bryant Francis [09.18.19]
Drop by the GDC Twitch channel for a conversation about the development of GreedFall starting at 11AM EST.
Console/PC, Design, Video

Get a job: Hyperkinetic Studios is hiring a Level Designer  
by Staff [09.17.19]
Our ideal designer will be responsible for executing level design tasks as assigned by the Lead Level Designer to help ensure the highest level of quality on our projects.
Design, Recruitment