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May 19, 2019
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Updates » Design
Blog: Tips on writing code for data-oriented design 4
by Gamasutra Community [04.10.19]
Relic Entertainment game engine programmer Marc Costa explains his personal preferences on writing code for data-oriented design instead of object-oriented design.
Programming, Design

How to effectively use procedural generation in games 4
by Darius Kazemi [04.10.19]
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
Console/PC, Indie, Programming, Design

Video: Creating the visceral and compelling action of Devil May Cry 5  
by Staff [04.09.19]
Three minds behind Devil May Cry 5 offer a look at the team's development process, walking through how they work backward from player experience to create a compelling cast, world, and gameplay
Console/PC, Design, Video, Vault

Blog: The not so simple secrets to making good tutorials 3
by Gamasutra Community [04.09.19]
Tutorial design can be very hard for designers to wrap their head around, but we're going to talk about some basic concepts to understand when trying to teach a player about your game.
Design

Video blog: Historians discuss Return of the Obra Dinn  
by Chris Kerr [04.09.19]
Historians Bob Whitaker and Meaghan Walker consider Lucas Pope's Return of the Obra Dinn. Topics include seafaring in the Napoleonic Era, nostalgia for the Age of Sail, and the Memento Mortem.
Console/PC, Design

Respawn accidentally turns on quitting penalty in Apex Legends 1
by Chris Kerr [04.09.19]
In the most recent Apex Legends patch, Respawn accidentally implemented a work-in-progress cooldown deterrent designed to discourage people from leaving games early.
Console/PC, Design

Exploring the secret depths of Bubble Bobble's design 5
by John Harris [04.09.19]
Taito's bubble-popping classic holds a number of secrets, and in this guide an expert will show you how to find one that unlocks the game's hidden language and showcases a new dimension of its design.
Console/PC, Design

God of War director: accessibility isn't at odds with creative vision 1
by Alissa McAloon [04.08.19]
Cory Barlog, director of Sony Santa Monica’s recent 2018 release God of War, weighed in on the issue on Twitter, offering a succinct: "Accessibility has never and will never be a compromise to my vision."
Console/PC, Indie, Design

Don't Miss: Creating believable crowds in Planet Coaster 3
by Staff [04.08.19]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design

How playgrounds can inform multiplayer level design in video games 1
by Gamasutra Community [04.08.19]
"Playgrounds are fundamentally multiplayer spaces. They support a wide range of player needs, and they scale along game mode, player count, and player trust," says game designer Andrew Yoder.
Design

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The complicated process of making licensed video games  
by Emma Kidwell [04.05.19]
A few developers discuss the process of making licensed video games and the complications involved.
Console/PC, Design

Get a job: Square Enix, DeepMind, and more are hiring now!  
by Staff [04.05.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Don't Miss: How devs deal with making enemies that feel 'okay' to kill 2
by Carli Velocci [04.05.19]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

Nintendo adding VR modes to Breath of the Wild and Super Mario Odyssey  
by Chris Kerr [04.05.19]
The decision to rework two huge franchises for Labo VR is a fairly big statement of intent from Nintendo, and perhaps indicates the company has even bigger plans where virtual reality is concerned.
VR, Programming, Design, Business/Marketing

God of War wins big at BAFTA Game Awards 2019  
by Chris Kerr [04.05.19]
Sony Santa Monica's acclaimed adventure game took home five awards including the coveted Best Game prize.
VR, Console/PC, Smartphone/Tablet, Art, Design, Production

How Fallout almost didn't ship with its key SPECIAL system  
by Emma Kidwell [04.04.19]
In an interview with PC Gamer published last year developers across the various Fallout games discussed the early days of development, and how the game evolved into what it is today. 
Console/PC, Design

Blog: Developing a pixel bloodstain system 3
by Gamasutra Community [04.04.19]
Let’s talk about blood in video games, and the 2D pixel bloodstain system developed for a weird narrative experience called NetherWorld.
Programming, Design

How When Ski Lifts Go Wrong hits the right mix of blood and physics puzzles 1
by Jupiter Hadley [04.04.19]
Jonny Hughes, one of the developers behind comedic ski lift-building game When Ski Lifts Go Wrong, talks with Gamsutra about the design and development of this silly physics puzzler.
Indie, Design, Video

Event feedback leads Falcon Age devs to make combat optional  
by Alex Wawro [04.03.19]
It's a nice demonstration of how a studio can make their games more accessible to those who might like to play without the stress of being attacked.
Indie, Design