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A game dev friend of mine hired a translation agency to translate his latest game into Japanese. I skimmed through it to make sure everything was okay†¦ and it turned out to be a sheer disaster. ...
In this timeless feature, TT Games head of design Arthur Parsons opens up about how the studio designs and focus-tests its popular Lego games so that they're enjoyable (and accessible) for all ages! ...
BioWare game director walks us through the thought process behind leading a massive team to create Anthem. ...
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.' ...
Learn about the development of the popular and acclaimed Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction. ...
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation. ...
From The Last Of Us to Deus Ex to Hitman: Blood Money, devs share some of their favorite stealth encounters in games and explain why they're so memorable -- and so worth studying. ...
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns. ...
When combining confined gameplay with narrative and context, you can create an incredibly immersive experience, argues Frictional Games' Thomas Grip. ...
In this classic post-Dragon Age II feature, Gamasutra chats with (then) lead writer David Gaider about the writing process, and how the team wanted to focus on the 'dark' part of 'dark heroic'. ...


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