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August 13, 2020
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Updates » Design
Discoverability by design: Rethinking how video games get noticed 1
by Simon Carless [06.26.20]
The best way around a shouting match to promote your game? Avoid it altogether. Rather, embrace that game design is part of the marketing equation and embed discoverability directly into the game itself.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Attend GDC to see how Disney designed the immersive stories of Star Wars: Galaxy's Edge!  
by Staff [06.25.20]
The Walt Disney Imagineers designed one of the most remarkable immersive entertainment experiences in the world with Star Wars: Galaxy's Edge, and at GDC you'll have a chance to see how they did it!
Console/PC, Social/Online, Design, GDC

Don't Miss: What went right (and wrong) during Deadly Premonition's development 2
by Staff [06.24.20]
The open world survival horror comedy game Deadly Premonition turns five this month. We celebrate by reprinting an exhaustive Game Developer magazine postmortem of this cult classic.
Console/PC, Programming, Art, Design, Production

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [06.23.20]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke walks through early concepts for the game, outlines production difficulties, including in-progress screens and video.
Programming, Art, Design, Production

How playtesting influenced the last days of Control's development 4
by Gamasutra Community [06.22.20]
Fine-tuning Remedy's award-winning game design in the playtest lab, and a look at how the observations there helped inform the game dev decisions made in Control's final months of development.
Console/PC, Design, Production

Video Game Deep Cuts: Summer In Mara's Shipbreaker Wildfire 1
by Gamasutra Staff [06.20.20]
The latest Video Game Deep Cuts (new games/best links of the week!) features Summer In Mara, Beyond Blue, and... 3D graphics card box art?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Creating the unique visuals of Homeworld: Deserts of Kharak 1
by Staff [06.19.20]
In this 2017 GDC session, Blackbird Interactive's Yossarian King breaks down the use of 2D simulations and 3D graphical presentations to create the visuals of Homeworld: Deserts of Kharak.
Console/PC, Design, Video

Don't Miss: A level designer breaks down The Last of Us 2's trailer level 5
by Staff [06.18.20]
A professional level designer reviews the level Naughty Dog used to reveal The Last of Us 2's gameplay
Console/PC, Design

Chat with game industry experts at GDC Summer's new Ask Me Anything sessions  
by Staff [06.18.20]
GDC organizers debut a new series of "Ask Me Anything" live Q&A sessions at GDC Summer in which attendees will get to ask industry experts practical questions about key topics in game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

Blog: Game composers and the importance of themes - Part 1 2
by Gamasutra Community [06.18.20]
The first instalment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference.
Audio, Design

This War of Mine is now recommended reading for Polish high school students  
by Chris Kerr [06.18.20]
This War of Mine has been added to the recommended reading list for high school students in Poland. 
Console/PC, Indie, Design

Endure and survive - The AI of The Last of Us 2
by Gamasutra Community [06.18.20]
With The Last of Us Part 2 approaching release, let's dig into the AI design and development of the Hunters, the Infected and Ellie.
Console/PC, Programming, Design

Don't Miss: The game is the boss - Housemarque's Resogun postmortem 7
by Staff [06.17.20]
This incredibly detailed postmortem, written by Resogun lead programmer Harry Krueger, offers a look behind a huge number of technical and creative decisions behind the popular shooter.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Blog: Is mesh-baking your assets really worth it? 2
by Gamasutra Community [06.16.20]
I had the pleasure of interviewing Ian Deane, the developer behind the famous Unity asset 'Mesh Baker' that lets you drastically reduce your draw calls so your game runs at higher frame-rates.
Console/PC, Programming, Design, Production

Video: Golden rules for designing chatbot games  
by Staff [06.16.20]
In this 2018 GDC session, Emmanuel Corno defines some "golden rules" for designing chatbot games using his own experience working on the IGF award-nominated narrative exploration game Event[0].
Console/PC, Indie, Design, Video, Vault

Blog: Understanding Dead by Daylight's engagement cycle 2
by Gamasutra Community [06.16.20]
In this article we will look at what happens after and between matches in Dead by Daylight to hook players and pull them into the next one.
Console/PC, Design

Dissecting the dual-genre design of Disintegration  
by Bryant Francis [06.16.20]
V1 Interactive CEO Marcus Lehto discusses the hybridization of first-person shooter and real-time strategy design behind Disintegration.
Console/PC, Design

Don't Miss: A look at the data-driven AI framework behind Destroy All Humans 2  
by Staff [06.15.20]
This 2009 article describes the framework that holds the data-defined behaviors that characters perform, and how those behaviors are created, pieced together, and customized in Destroy All Humans 2.
Console/PC, Programming, Design

Get a job: Join Insomniac Games as a Lead Level Designer  
by Staff [06.15.20]
The Lead Level Designer will 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: Designing text UX for effortless reading  
by Staff [06.15.20]
In this 2018 GDC session, inkle's Joseph Humfrey demonstrates the design techniques they use to make the text frictionless and easy to interact with in games like 80 Days and Heaven's Vault.
Console/PC, Indie, Design, Video, Vault