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July 17, 2019
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Updates » Design
Don't Miss: How Digital Sun funded and launched Moonlighter  
by Staff [05.29.19]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Bossa shutting down Worlds Adrift, says game is 'no longer commercially viable' 4
by Chris Kerr [05.29.19]
Bossa Studios is shutting down its Early Access massively multiplayer sandbox title Worlds Adrift in July, and explained the game is no longer a 'commercially viable' prospect.
Console/PC, Design, Business/Marketing

Blog: 7 essential ingredients for building tension in horror games 1
by Gamasutra Community [05.29.19]
As players, we must look at the key staples needed to bake up a nice spongy, moist (euugh!) slab of tension. So, here is my list of key ingredients that help create genuine tension in horror games.
Design

A composer's insight to making music for games: Workflow, creativity, and tech  
by Gamasutra Community [05.29.19]
Game composer Winifred Phillips (Assassin's Creed, Total War, God of War, LittleBigPlanet) covered workflow, dynamic composition, and the creative process in a recently-held Reddit AMA. Here are the highlights.
Audio, Design

Opinion: How Draugen lets down its characters  
by Katherine Cross [05.28.19]
'At its best, this is a story that mints beautiful phrases in a heroically gorgeous setting,' opines writer Katherine Cross. 'But in the end Draugen shyly reaches for something well beyond its grasp.'
Indie, Design

Don't Miss: 7 classic arcade games that can still teach developers lessons today 2
by Staff [05.28.19]
These classic arcade games have tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, creative powerups, and efficient storytelling.
Console/PC, Art, Design

Blog: Design trajectories in Let's Play: Ancient Greek Punishment: Chess Edition  
by Gamasutra Community [05.28.19]
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.
Design

Blending Zelda with pinball mechanics in Creature in the Well  
by Steven T. Wright [05.28.19]
Creature in the Well hearkens back to the simple joy of controlling a ball as it caroms around a room, layering a top-down Zelda-like hack-and-slash schema onto one of the medium's most fundamental forms of play.
Console/PC, Indie, Design

Using 'sensitive triggers' to make great jump scares in Close to the Sun 1
by Bryant Francis [05.27.19]
Close to the Sun's lead designer explains how the studio implemented a smarter version of jump scares that are more conducive to open-ended 3D games.
Console/PC, Design

Get a job: Square Enix, Volition, and more are hiring now!  
by Staff [05.24.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

Proposed anti-loot box bill has big implications for devs and publishers 56
by Chris Kerr [05.24.19]
The proposed bill would serve to "regulate certain pay-to-win microtransactions and loot boxes," and could drastically change how devs and publishers use certain monetisation mechanics in the States.
Design, Business/Marketing

Blog: Understanding the impact of the creative gaming revolution 3
by Gamasutra Community [05.24.19]
A new paradigm of game design is gaining steam - Creative Gaming is a booming alternative to challenged-based design, and its impact will forever change the video game industry.
Design

Designing for horror and hope in A Plague Tale: Innocence 1
by Bryant Francis [05.24.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Console/PC, Design

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Console/PC, Indie, Programming, Design, Video, Vault

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [05.23.19]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations.
Console/PC, Indie, Design

Blog: A technical approach to Titan's environment in Afterlight  
by Gamasutra Community [05.23.19]
Afterlight has a strong narrative aspect that its achieved by a carefully balanced mix of actual Titan's documentation and its creative interpretation.
Programming, Design

Blog: Why crunch will break the best and brightest in the industry  
by Gamasutra Community [05.23.19]
The core problem with enforcing crunch is the effect, damage, and loss of capability in the people and teams. Smash the team, and you damage everything.
Design, Production

Blog: The double-edged sword of live service games 4
by Gamasutra Community [05.23.19]
Live Service has become a goal for developers to continue to support their titles, but it presents some interesting challenges when it comes to the constant development of a game.
Design

The Playdate is a new crank-clad handheld from Firewatch publisher Panic 1
by Chris Kerr [05.23.19]
Firewatch and Untitled Goose Game publisher Panic has unveiled an experimental portable games console called Playdate. 
Console/PC, Design, Business/Marketing

Game Design Deep Dive: Re-imagining the double-jump in The Messenger  
by Thierry Boulanger [05.23.19]
Thierry Boulanger at Quebec-based studio Sabotage goes in-depth on the design of the "Cloudstep" -- the core gameplay mechanic of standout platformer, The Messenger.
Indie, Design, Deep Dive