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October 17, 2019
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Updates » Design
Watch two of GreedFall's developers discuss their new colonial RPG  
by Bryant Francis [09.18.19]
Learn some of the design and development secrets behind Spiders' new action RPG GreedFall in this discussion from the GDC Twitch channel.
Console/PC, Design, Video

Don't Miss: Writing Firewatch, and capturing the beauty of being alone 3
by Roy Graham [09.18.19]
"People go to Wyoming because they're captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you don't really get rid of for the rest of your life."
Indie, Art, Design

IGF 2020 Inspiration: Zachtronics' award-winning Opus Magnum!  
by Staff [09.18.19]
The deadline to submit your game to the Independent Games Festival for award consideration is less than two weeks away (September 30th) so don't delay!
Indie, Design, IGF

Pitch your best talk for the GDC 2020 Online Game Technology Summit!  
by Staff [09.18.19]
This is your chance to speak at the Online Game Technology Summit, a new Summit debuting at GDC 2020 that's all about the technical challenges of designing, launching, and running online games!
Social/Online, Design, GDC

Blog: Why not just use thumbsticks? 7
by Gamasutra Community [09.18.19]
When advocating for better game controls, I'm often asked 'why not just use thumbsticks? Why fix what's not broken?' It's amazing how easy to forget that a tiny joystick makes for a terrible mouse, and that developers bend over backwards to hide it.
Design

Blog: Historians play Assassin's Creed Discovery Tour 1
by Chris Kerr [09.18.19]
In this live stream, historians Bob Whitaker and Kate Cook explore and discuss Assassin's Creed Discovery Tour Ancient Greece.
Design, Business/Marketing

Chat with the developers behind GreedFall at 11AM EST  
by Bryant Francis [09.18.19]
Drop by the GDC Twitch channel for a conversation about the development of GreedFall starting at 11AM EST.
Console/PC, Design, Video

Get a job: Hyperkinetic Studios is hiring a Level Designer  
by Staff [09.17.19]
Our ideal designer will be responsible for executing level design tasks as assigned by the Lead Level Designer to help ensure the highest level of quality on our projects.
Design, Recruitment

Video: Crafting emergent tragedies in Kitfox's The Shrouded Isle  
by Staff [09.17.19]
In this 2019 GDC session, Kitfox Games' Jongwoo Kim presents a design postmortem of The Shrouded Isle and examines three techniques that designers can use to create emergent tragedies.
Indie, Design, Video, Vault

Don't Miss: How Sonic Mania's devs made the old new (and good) again 3
by Staff [09.17.19]
"I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands."
Console/PC, Design

Don't delay: Pitch your best AR/VR talks for VRDC at GDC 2020!  
by Staff [09.17.19]
Hey game makers, quick reminder today that organizers of the 2020 Game Developers Conference are still accepting VRDC talk submissions -- but only until Monday, September 30th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC, GDC

Control freak: Inside the narrative design of Remedy's least linear game  
by Diego Arguello [09.17.19]
In an effort to better understand the making of the game's striking narrative, Gamasutra chats with Remedy narrative designer Brooke Maggs about her work crafting Control's eerie setting. 
Console/PC, Design

Don't Miss: Fine-tuning the balance of sandbox and RPG in Dragon Quest Builders 2
by Staff [09.16.19]
"Our team found the building and survival elements in the sandbox genre to be really fun, but that type of game often lacks overall objectives, and some players aren't sure what they should be doing.
Console/PC, Design

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [09.16.19]
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, Recruitment

Blog: The difference of accessibility vs. playability in game design 5
by Gamasutra Community [09.16.19]
Today's post looks at the growing conversations around accessibility when discussing game design, and how there's another aspect of making titles that can be enjoyed by a wider audience.
Design

Video Game Deep Cuts: Apple Arcade's Blasphemous Ring Fit  
by Gamasutra Staff [09.14.19]
This week's highlights include some views on Apple Arcade, looks at the latest games, including the very gothic Blasphemous, the odd new Switch fitness title Ring Fit Adventure, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Sucker Punch Productions, Wizards of the Coast, and more are hiring now!  
by Staff [09.13.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Console/PC, Programming, Art, Design, Production, Recruitment

Don't Miss: Designing for horror and hope in A Plague Tale: Innocence 1
by Staff [09.13.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Console/PC, Design

Video: Deterministic vs. replicated AI: Building For Honor's battlefield  
by Staff [09.13.19]
In this 2017 GDC talk For Honor devs Frederic Doll and Xavier Guilbeault explain how Ubisoft created a big, active battlefield on the backbone of a distributed peer-to-peer deterministic simulation.
Console/PC, Social/Online, Design, Video, Vault

IGF 2020 Inspiration: Grand Prize winner Return of the Obra Dinn  
by Staff [09.13.19]
Get inspired, and then get moving: GDC organizers still accepting submissions for the 2020 Independent Games Festival, but you've gotta get your game in before September 30th!
Indie, Design, IGF