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February 19, 2019
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Designing new, exciting places to clean up gore in Viscera Cleanup Detail's new DLC
by Jupiter Hadley [02.18.19]
The developers behind Viscera Cleanup Detail -- in which players clean up the gory remnants of violent sci-fi encounters -- talk about the design of the recent DLC, The Vulcan Affair.
Design, Console/PC, Indie

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Gamasutra Staff [02.17.19]
This week's highlights include a piece on Chinese romance games for women, new titles from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Watch System Era's Brendan Wilson break down the making of Astroneer  
by Bryant Francis [02.15.19]
System Era co-founder Brendan Wilson dropped by the GDC Twitch channel to discuss the making of Astroneer.
Design, Programming, Console/PC, Video

Don't Miss: Looking back at Metro: Last Light to explain how tricky 'immersion' can be 55
by Gamasutra Community [02.15.19]
Adrian Chmielarz (Bulletstorm) takes a tour through Metro: Last Light to expose a common way developers try to foster a sense of immersion -- and why they miss the mark.
Design, Console/PC

Chat with the devs behind Astroneer at 3PM ET  
by Bryant Francis [02.15.19]
The developers behind Astroneer are taking your design and development questions at 3PM ET.
Design, Console/PC, Video

Blog: Rendering process in Shadow Fight 3 2
by Gamasutra Community [02.15.19]
Here's an explanation of the rendering process and the materials we used for our character equipment in the mobile game Shadow Fight 3.
Design, Programming

A Student game Post-mortem (or how not to make a game)  
by Antoine SARRAZIN [02.18.19]
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.
Design, Production, Serious

The Horror Design of an Alpha Antagonist  
by Josh Bycer [02.18.19]
Today's post looks at the recent success of the Resident Evil 2 Remastered and how they improved on the Mr.X formula to create an alpha antagonist.
Design, Console/PC, Indie

Thunderballs VR - #3 - Doubling Down  
by Daniel Yawitz [02.18.19]
The third post in the series that chronicles the development of Thunderballs VR by Megafauna
Design, Programming, Production, Indie, VR

Categories of Action in Strategy Gaming  
by Brandon Casteel [02.18.19]
In this article, I'm going to seek to elucidate a theory of how players' actions operate in the context of strategy games - mostly, in a competitive setting, though I think it also applies to single player or co-op as well.

Finding mono no aware in American video games  
by Emma Rausch [02.18.19]
An examination of American game narrative design through the lens of the Japanese aesthetic, mono no aware

Assassin's Creed: The Illusion of Scale  
by Stanislav Costiuc [02.18.19]
Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.
Design, Console/PC

Boston Dynamics — Waltham, Massachusetts, United States
Software Engineer

Deep Silver Volition — Champaign, Illinois, United States
Effects (VFX) Artist

The Behemoth — San Diego, California, United States
Marketing Coordinator
Marketing Coordinator

Sucker Punch Productions — Bellevue, Washington, United States
Environment Artist

Sucker Punch Productions — Bellevue, Washington, United States
Cinematic Animator

Within — Los Angeles, California, United States
Systems Designer

Giant Squid — Los Angeles, California, United States

Digital Extremes — London, Ontario, Canada
Technical Designer

University of the Incarnate Word — San Antonio, Texas, United States
Assistant Professor or Instructor of Environmental & Hard Surface Modeling

Sucker Punch Productions — Bellevue, Washington, United States
Open World Content Designer
Open World Content Designer