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January 23, 2020
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Updates » Design
Best of 2019: Big game, small team, no crunch - Behind the success of Outward 15
by Bryant Francis, Kris Graft [12.20.19]
Nine Dots CEO Guillaume Boucher-Vidal discusses the ruthlessly efficient, crunch-free development on the sprawling open world RPG Outward -- and drops some big opinions on the old catchphrase "find the fun."
Indie, Design, Production, Business/Marketing

Blog: Procedural texturing for hand-painted stylized character pipelines  
by Gamasutra Community [12.20.19]
This article is about my research into procedural texturing pipelines that can achieve a hand-painted look, compared to the application of proceduralism for texturing that creates realistic effects.
Design

Come to GDC for fresh insights on exploring sex and emotions through game design  
by Staff [12.20.19]
At GDC 2020 a panel of seasoned game makers from around the industry will discuss how and why they focus on these types of games in spite of the many challenges that come their way.
Console/PC, Indie, Serious, Design, GDC

Blog: Engaging level design for combat - Part 3  
by Gamasutra Community [12.20.19]
The final part to the series where I break down a combat level I designed and explain what tools you can use to keep your combat levels engaging.
Design

Blog: The mighty MMM concept in hyper-casual game design 4
by Gamasutra Community [12.19.19]
This article discusses an approach to make more interesting and pleasurable hyper-casual games. The aim is to achieve both higher retention rates and lower CPI numbers for hyper-casual games.
Console/PC, Design

Blog: Pillars of playability - Exploring dynamic difficulty  
by Gamasutra Community [12.19.19]
Continuing my talk on playability, we're discussing the use of dynamic difficulty or player-controlled difficulty to adjust the play experience.
Design

See the 4D level design of Outer Wilds deconstructed at GDC 2020! 1
by Staff [12.18.19]
Developer Mobius Digital will be at the Game Developers Conference in March to show you exactly how the game was designed!
Console/PC, Indie, Design, GDC

Gamasutra's Best of 2019: Alex Wawro's Top 5 Games 1
by Alex Wawro [12.18.19]
The game industry shipped a ton of great games in 2019; here are five! Two of them have at least a little to do with feelings, but three have cool guns, so hopefully it all evens out in the end.
Console/PC, Indie, Design

GDC YouTube Top 5: Wooga's Jana Sloan van Geest  
by Kris Graft [12.17.19]
For December, we bring you the top GDC YouTube picks from Jana Sloan van Geest, senior game writer at Berlin, Germany-based studio Wooga and writer on Guerrilla Games' Horizon Zero Dawn: Frozen Wilds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Best of 2019: Former Fortnite UX lead digs into ethical game design 1
by Bryant Francis [12.17.19]
Former Fortnite UX lead Celia Hodent talks to Gamasutra about building a more ethical games industry, and what it would take for lead developers to shift the way they monetize their games.
Console/PC, Social/Online, Design

Get a job: Insomniac Games is hiring a Lead Level Designer  
by Staff [12.16.19]
Insomniac Games is searching for its next Lead Level Designer. This role will schedule team through the pre-production, production, and polish phases.
Design, Recruitment

Best of 2019: Designing the gameplay and aesthetic of Diablo IV 2
by Bryant Francis [12.16.19]
Diablo IV lead systems designer David Kim and lead lighting artist Sean Murphy share insights into how the development of Blizzard's latest loot-driven RPG is proceeding.
Console/PC, Design

Video: Inside the UX of onboarding and player engagement  
by Staff [12.16.19]
In this 2016 GDC session, UX researcher Celia Hodent cover the common onboarding pitfalls in game design, provide guidelines and discusses best practices with examples from games like Fortnite.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault, GDC

Learn how Remedy built Control's mind-bending Oceanview Motel at GDC!  
by Staff [12.16.19]
If you played Remedy's mind-bending occult action game Control, you know it does some remarkable things with level design and dream logic, and at GDC you'll have the opportunity to learn how!
Console/PC, Design

Playable Gothic prototype will let fans decide direction of possible remake 1
by Chris Kerr [12.16.19]
THQ Nordic has taken the unusual step of releasing a playable Gothic prototype to gauge interest in a remake of the classic RPG.
Console/PC, Design, Production, Video

Blog: Practical tools for game designers 1
by Gamasutra Community [12.16.19]
How to get past the white page syndrome with practical tools that allow creative problem solving in game design.
Design

Redesigning the iconic Pumpkin King boss for the modern MediEvil remaster 2
by Alex Gold [12.16.19]
Learn how the designers at Other Ocean brought the Pumpkin King boss back to life in the MediEvil remake for PS4.
Console/PC, Design

Video Game Deep Cuts: (More Of) The Best Games Of 2019 1
by Gamasutra Staff [12.15.19]
The latest highlights include varied articles counting down the best games of 2019, as well as pieces on Roblox culture, pop-up arcades, Pokemon NPC fashion, and a great deal more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the lead dev of Age of Empires II: Definitive Edition break down the game's rebirth  
by Bryant Francis [12.13.19]
Forgotten Empires lead developer Bert Beeckman discusses the making of Age of Empires II: Definitive Edition in this video interview.
Console/PC, Design, Video

Get a job: Sanzaru Games is hiring Systems Designers  
by Staff [12.13.19]
Systems Designers work closely with all disciplines (especially the art and engineering teams) to design, implement, and balance game mechanics to a high degree of polish.
Design, Recruitment