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March 24, 2019
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Updates » Design
Blog: Lessons and stats from my third year as an indie dev 1
by Gamasutra Community [02.22.19]
Let's take a look at my third year as an indie developer, assessing what worked, what didn't, and what I've learned.
Design, Production, Business/Marketing

Video: Folk games, festivity, and subversive game design  
by Staff [02.21.19]
In this classic GDC 2012 talk, game designer Douglas Wilson (Johann Sebastian Joust) encourages developers to embrace the limitations of motion control tech, rather than struggling against them!
Indie, Design, Video, Vault

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [02.21.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Programming, Design

Come to GDC and see how Killer Queen built an esport on an indie budget!  
by Staff [02.21.19]
There's a healthy competitive scene around the (up to) ten-player competitive arcade game Killer Queen, and now the game's creators are coming to GDC next month to share how they pulled it off!
Social/Online, Indie, Design, Business/Marketing, GDC

Blog: The horror design of an alpha antagonist
by Gamasutra Community [02.21.19]
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr. X formula to create an alpha antagonist.
Design

Watch Chucklefish's CEO and tech director discuss Wargroove's development  
by Bryant Francis [02.20.19]
Watch two of the developers behind Wargroove break down their game-making process.
Console/PC, Design, Video

Video: How Hitman guides players through non-linear level design  
by Staff [02.20.19]
At GDC Europe 2016 Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen take the stage to discuss how they design the levels and systems of Hitman to be intuitive and easy to navigate.
Console/PC, Design, Video, Vault

Don't Miss: Nuke Possum Springs - A Night in the Woods design postmortem  
by Staff [02.20.19]
Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design

Chat with two of Wargroove's developers at 1PM ET  
by Bryant Francis [02.20.19]
Chat with two of the developers behind Wargroove starting at 1PM ET.
Console/PC, Design, Video

Blog: Examining the issues with battle royale game design 4
by Gamasutra Community [02.20.19]
Today's post looks at the design of battle royale games, and where I feel there is a critical flaw that could be fixed to improve the longevity of the gameplay.
Design

Getting to the heart of art in the delightfully strange Art Sqool 1
by Joel Couture [02.20.19]
Art Sqool puts you in...an art school. You're assigned projects, you complete assignments, and a teacher grades your work. But the game's not as pedestrian as it may sound.
Console/PC, Indie, Art, Design, Production, Video

Video: Why Dark Souls is the 'Ikea' of games  
by Staff [02.19.19]
In this GDC 2017 talk, producer and consultant Justin Fischer goes over the framework for establishing a competitive advantage like the ones made by Dark Souls and Ikea. 
Console/PC, Design, Video

Get a job: Insomniac Games is hiring a Designer  
by Staff [02.19.19]
Insomniac Games is looking for a designer who is well versed and passionate about today's game design to join its team in Durham, NC.
Design, Recruitment

Don't Miss: The origins and evolution of Darkest Dungeon's Affliction System 3
by Staff [02.19.19]
Chris Bourassa and Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Indie, Design

Blog: What is a meta-game? 1
by Gamasutra Community [02.19.19]
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.
Design, Business/Marketing

Breaking down categories of action in strategy games 2
by Gamasutra Community [02.19.19]
Brandon "wayward" Casteel offers a theory of how players' actions operate in the context of strategy games.
Console/PC, Design

Designing new, exciting places to clean up gore in Viscera Cleanup Detail's new DLC
by Jupiter Hadley [02.18.19]
The developers behind Viscera Cleanup Detail -- in which players clean up the gory remnants of violent sci-fi encounters -- talk about the design of the recent DLC, The Vulcan Affair.
Console/PC, Indie, Design

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Gamasutra Staff [02.17.19]
This week's highlights include a piece on Chinese romance games for women, new titles from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch System Era's Brendan Wilson break down the making of Astroneer  
by Bryant Francis [02.15.19]
System Era co-founder Brendan Wilson dropped by the GDC Twitch channel to discuss the making of Astroneer.
Console/PC, Programming, Design, Video

Don't Miss: Looking back at Metro: Last Light to explain how tricky 'immersion' can be 55
by Gamasutra Community [02.15.19]
Adrian Chmielarz (Bulletstorm) takes a tour through Metro: Last Light to expose a common way developers try to foster a sense of immersion -- and why they miss the mark.
Console/PC, Design