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June 26, 2019
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Posted by Tommy Thompson on 06/26/19 11:12:00 am in Design, Programming, Production, Console/PC
How Rare playtest Sea of Thieves using automated testing, enabling over 100 internal deployments before public launch.

Posted by Stanislav Costiuc on 06/25/19 10:24:00 am in Design, Console/PC
Uncharted 2 has some of the most exceptional pacing in action/adventure video games. Let's take a look at what that means and how the game achieves it.

This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.

Posted by Bob Whitaker on 06/21/19 10:21:00 am in Console/PC, Serious
Bob Whitaker talks with archaeologist Andrew Reinhard about Heaven's Vault, the latest game from Inkle Studios. Topics include archaeology, the depiction of archaeologists in games, parsing ancient languages, and artifact colonialism.

Posted by Tommy Thompson on 06/19/19 10:43:00 am in Design, Programming, Console/PC
Meet Megan, Karen and Skevin: the three boss AI systems in Sea of Thieves.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.





Posted by Joshua Hallaran on 06/26/19 10:58:00 am in Design, Console/PC, Indie
Using Final Fantasy VII Remake as a framework for discussion, this post examines some of the ways developers can add value to their RPG beyond the core narrative! Consider simple ideas that can be applied when designing your own endgame/postgame content.

Posted by John Bible on 06/26/19 10:39:00 am in Business/Marketing, Design, Programming, Production, Serious
Why do we make strange decisions? And how can we make better ones? In this blog, we'll explore how to critique our decision-making culture in games. This entry starts with seven key principles.

Posted by Sascha de Waal on 06/25/19 10:29:00 am in Design, Programming
In the last part of this series, I would like to give some tips and tricks that might help you. If there is anything you learned, discovered,s or something you would like to share, please contact me so I can add it and we all can learn from it.

Posted by Jawanna Sawalha on 06/25/19 10:27:00 am in
What do you really know about data driven UI/UX? As the vast majority of consumers would tell you, design is a huge part of any app rankings. And when talking about design, people don’t just mean the aesthetically pleasing shapes and colors.

Posted by Caleb Compton on 06/24/19 10:59:00 am in Design, Console/PC, Serious
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.

Posted by Ashley Kreuer on 06/24/19 10:40:00 am in Programming, Indie
So we all know Google and other search engines use a variety of optimization techniques. How does that apply to video games? Well the classic example is the shortest path problem. You want your AI whether it be enemies or NPC’s to take the shortest path