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August 25, 2019
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Updates » Design
Video: Zachtronics' approach to open-ended puzzle design  
by Staff [07.08.19]
In this 2019 GDC talk, podcaster Drew Messinger-Michaels talks to Zachtronics' Zach Barth about the studio's puzzle design process, from the initial concept to mechanics to how story is integrated.
Indie, Design, Video, Vault

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [07.08.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

My Friend Pedro's journey from Flash cult hit to indie success 2
by Cian Maher [07.08.19]
'The game grew very organically and it was all about discovering as I went along,' creator Victor Agren explains in this inside look at how My Friend Pedro went from Flash cult hit to indie success.
Indie, Design

Blog: Generating world maps for Unexplored 2  
by Gamasutra Community [07.08.19]
Find out how we used two different resolution Voronoi diagrams to generate world maps in a way that optimizes gameplay opportunities and makes it fun to simply read the maps.
Design, Production

Video Game Deep Cuts: Speedrunning The Sea Of Solitude  
by Gamasutra Staff [07.05.19]
This week's roundup includes some amazing highlights from the Summer Games Done Quick speedrun series, a look at intriguing new title Sea Of Solitude, and lots more still.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Sucker Punch, Cold Iron Studios, and more are hiring now!  
by Staff [07.05.19]
Here are just some of the many, many positions hiring right now on the Gamasutra Job Board!
Programming, Art, Design, Production, Recruitment

Don't Miss: How to design for coziness 3
by Gamasutra Community [07.05.19]
What do Dark Souls, Harvest Moon, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments.
Design

Video: Game design tools beyond spreadsheets and flowcharts  
by Staff [07.05.19]
In this 2017 GDC session, game designer Katharine Neil gives an overview of some of the game design tools available that might help game designers improve their work.
Console/PC, Design, Video, Vault

Q&A: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto 1
by John Harris [07.05.19]
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
Console/PC, Indie, Design

Video: Designing the control and progression schemes of Brawl Stars  
by Staff [07.04.19]
In this 2019 GDC session, Supercell's Antti Summala explores the many control schemes and progression systems designed for Brawl Stars.
Smartphone/Tablet, Design, Video, Vault

Video: Designing Uncharted: The Lost Legacy's remarkable elephant ride  
by Staff [07.03.19]
In this 2019 GDC talk, Naughty Dog story animator Marianne Hayden covers the story and design evolution of the remarkable elephant ride in Uncharted: The Lost Legacy.
Console/PC, Design, Video, Vault

Don't Miss: Breaking down the art of web-slinging in Marvel's Spider-Man 1
by Staff [07.03.19]
Insomniac Games' Marvel's Spider-Man is the fastest and most fluid open-world game in recent memory. So we had to catch up with game director Ryan Smith to dive deeper into the philosophy of the swing.
Console/PC, Design

Get a job: Disruptor Beam is hiring a Senior Game Designer  
by Staff [07.03.19]
As a Senior Game Designer, you will work with a team of producers, designers, engineers, product managers and marketers to lead the creation of world-class free-to-play mobile games.
Smartphone/Tablet, Design, Recruitment

Blog: MVP like Nintendo in 1980 5
by Gamasutra Community [07.03.19]
How one of Nintendo's least-known Minimum Viable Products shaped the history of handheld gaming.
Design, Business/Marketing

Blog: The design trade-offs behind Way of Rhea's entity system  
by Gamasutra Community [07.03.19]
Here's an explainer detailing some of the trade-offs I made when designing Way of Rhea's entity system.
Design, Production

Optimizing the complex mechanics of Project Hospital 1
by Gamasutra Community [07.03.19]
Getting a tycoon game with a lot of complex mechanics running well is a long process -- let's have a look at some examples and tricks used in Project Hospital.
Design

Blog: Charting the pacing of Uncharted 2 - Part 2  
by Gamasutra Community [07.02.19]
Uncharted 2 has some of the most exceptional pacing in action-adventure video game history. Let's take a look at what that means and how the game achieves it.
Design

Don't Miss: The undying allure of the Metroidvania 19
by Christian Nutt [07.02.19]
This 2015 chat sees Gamasutra speaking to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Design

Video: The dialog systems and tools of Firewatch  
by Staff [07.02.19]
In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
Indie, Design, Video, Vault

See all XRDC has to offer at a 20% discount with this special holiday promo!  
by Staff [07.02.19]
Now through July 8th (next Monday) at 11:59pm PST, get 20 percent off the price of your XRDC pass with the special 4th of July promo code XR19JULY20!
VR, Serious, Audio, Design, Production, Business/Marketing, XRDC