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August 13, 2020
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Updates » Design
Don't Miss: A postmortem of Tom Clancy's Splinter Cell 2
by Bryant Francis [06.05.20]
Take a look back at this postmortem of the original Tom Clancy's Splinter Cell.
Programming, Design

Balancing the stealth AI in Splinter Cell: Blacklist 2
by Gamasutra Community [06.05.20]
AI and Games Ltd director Tommy Thompson explores the four design pillars of stealth AI.
Console/PC, Programming, Design

Blog: Understanding open world level design - Part 5  
by Gamasutra Community [06.05.20]
In this last part of this blog series, I will quickly cover some tracks that I have identified to renew the content of open world games.
Design

Don't Miss: Big Huge Games' postmortem of Kingdoms of Amalur: Reckoning 13
by Staff [06.04.20]
Former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Console/PC, Programming, Art, Audio, Design, Production

Blog: Steam's wishlist conversions - how hot are yours? 3
by Simon Carless [06.04.20]
Over the last couple of weeks, a few devs have been going public with various intriguing detailed Steam wishlist conversion stats. How do you lineup?
Console/PC, Indie, Design, Production, Business/Marketing

Deep Dive: Designing the Super Mario Maker-inspired I Wanna Maker  
by Patrick Traynor [06.04.20]
I Wanna Maker is a precision platformer with a robust level editor and online level sharing, based on the I Wanna Be The Guy fangames. Developer Patrick Traynor explains what went into making this Super Mario Maker-inspired gem.
Indie, Design

Blog: Can Amazon's first big-budget game succeed as a slow-burner? 4
by Gamasutra Community [06.03.20]
The decision not to seize upon the marketing capital and capacity of Amazon and Twitch means that the conversation around Crucible never really began, so where does it go from here?
Console/PC, Design, Business/Marketing

Blog: A level design breakdown of the Ghost of Tsushima trailer  
by Gamasutra Community [06.02.20]
Ghost of Tsushima level design analysis. Production workflow deep dive; From creating a layout to blocking out in Unreal Engine 4.
Console/PC, Design

Blog: Understanding open world level design - Part 4  
by Gamasutra Community [06.02.20]
In the first three parts of this chronicle, I mainly approached this subject from the angle of game and level design. But there is another angle that is gaining more importance today: storytelling.
Design, Production

Don't Miss: Creator Alexey Pajitnov on the past, present, and future of Tetris 7
by Staff [06.01.20]
Conducted in 2010 during the 25th anniversary of Tetris, this classic chat with creator Alexey Pajitnov touches on everything from basic tenets of multiplayer design to the future of the game industry
Design, Business/Marketing

Go behind the scenes of Astroneer's big crafting overhaul at GDC Summer!  
by Staff [06.01.20]
It's never been more important for game makers to understand the nuances of updating live games, and at GDC Summer the Astroneer team will offer their own lessons learned on how to do it gracefully.
Indie, Design, GDC

Blog: Understanding open world level design - Part 3  
by Gamasutra Community [06.01.20]
Until now, I've mainly approached this subject from the angle of game and level design. But there is another angle that is gaining more importance in game design today: storytelling.
Design

Q&A: Storytelling through erasure in the astonishingly unique If Found 2
by Bryant Francis [06.01.20]
If Found lead developer Laurla McGee explains the creative process and motivation behind If Found's erasing mechanic.
Console/PC, Design

Video Game Deep Cuts: Shantae's Epic Poly Bridge Kombat Life  
by Gamasutra Staff [05.31.20]
Looking at new releases including a Poly Bridge & Shantae sequel, Sludge Life, Robocop in Mortal Kombat, & lots more interesting links.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A look back on the usefulness of video game manuals  
by Staff [05.29.20]
The recently passed Arnold Hendrick once shared his thoughts on the usefulness of manuals with Game Developers Conference. Take a look!
Console/PC, Design

Blog: Understanding open world level design - Part 2  
by Gamasutra Community [05.29.20]
In this second part of my ongoing series, I will cover a key need that an open world map must meet: player progression.
Console/PC, Design

Blog: Lessons from the history of mobile 4X strategy 1
by Gamasutra Community [05.29.20]
The history of mobile 4X strategy games is littered with both progress and mistakes that any hopeful successor would be wise to learn from.
Design

Blog: Practical tips on technical game design documentation - Part 2 5
by Gamasutra Community [05.29.20]
In the second part of this blog series, we are going to delve deep into technical aspects, sharing some tips and a general workflow when working with Google Docs.
Design

Control, Sayonara Wild Hearts lead winners of 2020 Nordic Game Awards  
by Bryant Francis [05.28.20]
The Nords gave out some awards at the 2020 Nordic Games Conference.
Console/PC, Design

Don't Miss: Inside the narrative design of Star Wars Battlefront 2  
by Staff [05.28.20]
Gamasutra chats with writer Mitch Dyer about the process of doing narrative development for the Star Wars universe.
Console/PC, Design, Production