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January 23, 2020
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Updates » Design
Learn how Rockstar breathed life into the wildlife of Red Dead Redemption 2 at GDC  
by Staff [11.29.19]
The illusion of a living, breathing world full of wildlife was key to the design of Red Dead Redemption 2, and at GDC 2020 you'll have a rare chance to see how the team at Rockstar pulled it off.
Console/PC, Design, GDC

Come to GDC for a postmortem look at the making of Apex Legends!  
by Staff [11.27.19]
Respawn's Apex Legends is one of the big games of 2019, and at GDC 2020 the team will share a rare look at how it went from a Titanfall 2 battle royale mode to a hugely popular standalone game.
Console/PC, Social/Online, Design, GDC

Friday is your last day to submit unique controller games to Alt.Ctrl.GDC 2020!  
by Staff [11.27.19]
Just a quick update today that if you're interested in submitting your game to the 2020 Alt.Ctrl.GDC showcase, you'd better hurry: the deadline for submissions is this Friday, November 29th!
Console/PC, Design, Business/Marketing, GDC, alt ctrl gdc

Don't Miss: The legacy of Street Fighter II, in the words of the experts 6
by Chris Baker [11.26.19]
What is the lasting legacy of Street Fighter II? We asked the designers of SFV, Guilty Gear, Dead or Alive, Skullgirls, Aztez, Divekick, Yomi, and many other luminaries of the fighting game scene.
Console/PC, Design, Business/Marketing

See how Control's Ashtray Maze was made at the GDC 2020 Summits! 1
by Staff [11.26.19]
The GDC 2020 Session Scheduler has been updated with a smorgasbord of planned Summit sessions, including a fantastic look at how Control's striking Ashtray Maze level was designed!
Console/PC, Design, GDC

Reworking the combat system in Vampire: The Masquerade Bloodlines 2 2
by Aron Garst [11.26.19]
"Something we focused on very early in development was making sure that your attack would always go hand-in-hand with movement" Florian Schwarzer, senior producer at Paradox Interactive, tells Gamasutra.
Console/PC, Design

Don't Miss: A game dev postmortem of the original BioShock 16
by Alyssa Finley [11.25.19]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock.
Design

Shovel Knight Showdown: Designing a roulette of gameplay 1
by Gamasutra Community [11.25.19]
In the upcoming platforming brawler game Shovel Knight Showdown, Yacht Club Games designed a mode called Chester's Choice that randomizes the game's many options. Yacht Club programmer David D'Angelo explains how it works.
Console/PC, Indie, Design

Video Game Deep Cuts: Half-Life: Alyx On Planet Stadia Zoo  
by Gamasutra Staff [11.24.19]
This week's roundup includes a video & other notes on VR surprise Half-Life: Alyx, some very odd economy-related shenanigans in Planet Zoo, plus Apple Arcade games you missed, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Riot creates new League of Legends champions  
by Staff [11.22.19]
In this 2017 GDC talk, Riot Games' Jeremy Lee shares the creative tools and production framework they've developed to create new champions for League of Legends.
Social/Online, Design, Production, Video, Vault

Don't Miss: Designing characters as UI in games like State of Decay 2  
by Staff [11.22.19]
Game developers from Undead Labs, Cloud Imperium, and Harebrained Schemes share their methods and philosophies for design UI that's built right into in-game characters.
Art, Design

Why Session's skateboarding design is more Skate than Tony Hawk  
by Steven T. Wright [11.22.19]
"I think a lot of the time, we have a tendency to mistake a habit for intuitiveness. Basically, you think a thing is intuitive, but it’s actually just because you’ve done it that way for so long."
Console/PC, Indie, Design

Blizzard and NetEase win Overwatch copyright lawsuit in China 1
by Chris Kerr [11.22.19]
Overwatch maker Blizzard Entertainment and Chinese distributor NetEase have been awarded $569,000 after a court found Chinese publisher 4399 Network guilty of copyright infringement.
Console/PC, Design, Business/Marketing

Blog: What lessons can action games learn from Doom? 1
by Gamasutra Community [11.22.19]
A deep dive look at what lessons action games can learn from a classic like Doom.
Console/PC, Design

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [11.21.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Design

Catch a truly Classic Game Postmortem of Star Wars Galaxies at GDC 2020!  
by Staff [11.21.19]
Leading devs Raph Koster and Rich Vogel will be presenting a Star Wars Galaxies Classic Game Postmortem at GDC 2020 in March that promises to reveal insightful stories and key lessons learned.
Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Sucker Punch Productions is hiring an Encounter Designer  
by Staff [11.20.19]
We’re looking for an Encounter Designer who knows how to meld interesting layouts and challenging enemies into compelling game encounters.
Design, Recruitment

Don't Miss: Shenmue director Yu Suzuki shares his unique approach to game design  
by Staff [11.20.19]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production

Writing great video game characters with Brandon Sheffield - GDC Podcast ep. 4  
by Kris Graft [11.20.19]
Brandon Sheffield is lead writer on Lab Zero's excellent action RPG platformer Indivisible. Find out how he injects humor, emotions, and personality into Indivisible's dozens of characters.
Console/PC, Indie, Design, Business/Marketing, Podcast, GDC

GDC YouTube Top 5: NYU Game Center director Frank Lantz  
by Kris Graft [11.20.19]
For November, we bring you the top GDC YouTube picks from Frank Lantz, director of NYU Game Center and a veteran of the game industry.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, GDC