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May 22, 2019
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Updates » 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

Video: How Media Molecule took Dreams from jam idea to playable game engine  
by Staff [04.03.19]
On the GDC 2019 Main Stage, Media Molecule cofounder Siobhan Reddy shares the story of how the studio's upcoming game Dreams evolved from game jam idea to full-blown playable game-making engine.
Console/PC, Design, Production, Video, Vault

Don't Miss: Bringing Deer Hunter from concept to retail in just three months  
by Staff [04.03.19]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller in the late 90s.
Design, Production

Blog: An open world analysis of Breath of the Wild  
by Gamasutra Community [04.03.19]
Analyzing the open world design in The Legend of Zelda: Breath of the Wild to break down Nintendo's level design and use of topography to guide where the player goes.
Console/PC, Design

'Roguelike' from another planet: The big ToeJam & Earl: Back in the Groove interview 2
by John Harris [04.03.19]
We speak with Greg Johnson, developer behind the original ToeJam & Earl games and the recently-released ToeJam & Earl: Back in the Groove about laid-back, funky games and roguelike design.
Console/PC, Indie, Design, Video

Get a job: ZeniMax Online Studios is hiring a Senior Combat Designer  
by Staff [04.02.19]
ZeniMax Online Studios is looking for a dev to maintain and improve the health of the combat experience including balance, bug fixing, system improvements, and development of new features.
Design, Recruitment

These are Gamasutra's favorite slides from GDC 2019 1
by Bryant Francis [04.02.19]
The Gamasutra editorial team shares their favorite photos of slides from different GDC 2019 talks.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Don't Miss: Building and balancing Battletech's procedural missions 3
by Staff [04.02.19]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

Blog: A short analysis of monetization in Apex Legends  
by Gamasutra Community [04.02.19]
A short analysis of Apex Legends monetization using framework of desire creation and desire fulfilment. TL;DR: Apex sells customizations by shoving it in your face constantly and they are good at it.
Console/PC, Design, Business/Marketing

Blog: A different take on Sekiro Shadows Die Twice 8
by Gamasutra Community [04.02.19]
Despite the overwhelming praise Sekiro Shadows Die Twice is getting, this Soulsborne and action game vet finds himself alone in thinking this game is broken at the design level.
Console/PC, Design

Don't Miss: A different approach to difficulty 4
by Alex Vu [04.01.19]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design