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August 25, 2019
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Don't Miss: The level design of Celeste  
by Staff [08.23.19]
Lead developer of Celeste Matt Thorson goes into detail about designing numerous hardcore platforming stages that make up the game.
Design, Console/PC, Indie

Game stores: you need more real-time charts!  
by Simon Carless [08.23.19]
Why don't all video game stores have prominent, detailed real-time charts showcasing new & trending games using actual sales, versus obfuscating them under 'featured' titles or complex menu navigation?
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Using UI as a means to tell a story, convey emotion, and create personality
by Nathalie Lawhead [08.23.19]
Throughout development of the Electric Zine Maker I’ve been trying to find some time to finally talk about UI, and how important it is to view it as part of your world building.
Design, Console/PC

Video: Inside the transmedia storytelling of Final Fantasy XV  
by Staff [08.22.19]
In this 2017 GDC talk, Square Enix's Dan Inoue discusses what rules were made and broken to maintain a cohesive, coherent narrative in Final Fantasy XV.
Design, Console/PC, Video, Vault

Don't Miss: Taking the sting out of failure in Supergiant's Pyre 2
by Staff [08.22.19]
"In life, we all learn through failure and not just through success. It was important for our characters to survive these confrontations and face their adversaries again." - Greg Kasavin, Creative Director at Supergiant.
Design, Console/PC, Indie

Attend XRDC for an inside look at the design of Assassin's Creed VR escape rooms!  
by Staff [08.22.19]
Ubisoft has built some groundbreaking Assassin's Creed VR escape room games, and this October you'll have a chance to learn how they do it when XRDC arrives in San Francisco!
Business/Marketing, Design

Creating a Narrative Focused Mission Design Document - Last of Us Example  
by michael how [08.23.19]
Within this post I have sort to show the creative process of a Mission design document for a narrative driven game. I use Last of Us as an example. This should aid those looking to refine technique or new developers learning them; Especially cover based.

Five cool things about the design of Dragon Bridge  
by Keith Burgun [08.23.19]
Author of "Clockwork Game Design" talks about some of the properties of the design, as well as the theory behind it, for his newest title, Dragon Bridge.

The History of Food in Video Games: A Delicious Journey  
by James Deighan [08.23.19]
Food is everywhere in video games. It can be found beneath phone booths or inside walls. Sometimes it heals the player, and other times it just assists them in gaining that high score. Other times, it’s a central mechanic of the game. You eat, cook, or

Kliuless #46: The Impact of Incentives on Innovation  
by Kenneth Liu [08.23.19]
Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.
Business/Marketing, Design, Production, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

How to Fail in F2P Mobile Games Publishing, Part 1  
by Matthew Emery [08.22.19]
95% of mobile F2P games are unprofitable. In this series of articles, I’ll share my insights on the most common reasons why mobile games don’t reach profitability. To kick things off, let’s start with: starting development without a clear business c
Business/Marketing, Design, Production, Smartphone/Tablet

The Moral of the Story: Designing Moral Decisions in Games (Repost)  
by Caleb Compton [08.21.19]
A look at why moral choices in games often don't feel impactful, and how they can be done better.

Wargaming Sydney — Sydney, New South Wales, Australia
Lead Game Designer

Cold Iron Studios — San Jose, California, United States
Senior Content Designer

Cold Iron Studios — San Jose, California, United States
Senior Systems Designer

Street Smarts VR — San Antonio, Texas, United States
Senior Producer/Game Designer

The Walt Disney Company — Glendale, California, United States
Game Designer, Creative Development

Wargaming Mobile — Berlin, Germany
Lead Producer

iGotcha Studios — Stockholm, Sweden
Senior Game Designer

Sucker Punch Productions — Bellevue, Washington, United States
QA Manager
QA Manager