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In this reprint from the January 2010 issue of Game Developer magazine, Damion Schubert contends that the pursuit of realism can sometimes lead to pretty unrealistic experiences. ...
Creating a new type of combat system inside a 60-hour RPG was a daunting task. Yet that's exactly what BioWare did with its classic Star Wars: Knights of the Old Republic. ...
Gamasutra takes a look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology. ...
At GDC 2017 Blizzard's Matthew Boehm breaks down how to convey a sense of character in a first-person game. It comes down to answering tricky questions like: How would McCree reload a revolver? ...
Ubisoft's Jason VandenBerghe delivers a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team. ...
How exactly do horror games work on the brains of players? In this timeless feature, neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and more. ...
Wolfenstein II is out today, so now's a great time to revisit Gamasutra's chat with MachineGames creative director Jens Matthies about the process of making it, and the importance of gardening. ...
Rare engineer David Quinn discusses how the team has solved the issues that they've faced when developing for the motion-sensing peripheral, including skeleton tracking, depth sensing, and more. ...
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents. ...
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design? ...


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