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February 25, 2021
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Posted by Simon Carless on 02/24/21 04:04:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
How do Steam followers (the folks who follow news on your Steam page) related to your pre-release Steam wishlists? We have full survey results here for your delectation.

Posted by Natalie Mikkelson on 02/24/21 10:20:00 am in Design, Serious, Indie
A short look at companion characters in non-linear games: How can we make them shine with limited spotlight? What are the key ingredients that make us feel so attached to these characters?

Diving into Unity's new 2D Animation package and finding a lot to love for the creation sprite-based 2D games.

Posted by Joost van Dongen on 02/23/21 11:29:00 am in Design, Indie
This post discusses how to do storytelling in a coop game where each player is at a different point in the story; without spoiling things for teammates and without adding waiting time for the other players.

Posted by Simon Carless on 02/22/21 05:00:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Teardown is one of those titles that just continues to sell, even after leaving the overall Steam Top 10. So... how do you get to be one of those games? We explore the possibilities.

Posted by Bob Whitaker on 02/22/21 10:57:00 am in Console/PC, Serious
History Respawned talks with Professor Andre Sorensen about Cyberpunk 2077. Topics include Night City as an urban dystopia, the history of cities as a corrupting influence, and why Tokyo often represents the future in so much speculative fiction.





Posted by Pietro Polsinelli on 02/23/21 11:35:00 am in Design, Programming
How to define "slapstick" dynamic scenes in a way that they are configurable, expandable and integrated with their narrative contents? A practical solution using dialogue flows.

Posted by Pascal Debroek on 02/23/21 11:35:00 am in Business/Marketing, Production
CRM software allows you to scale your Player Support operations with ease and efficiency. But how do you choose the right one? The following blog post aims to shed some light on how to improve the Player Experience by choosing the right tool for the job.

Welcome to the forth edition of my annual blog post where I go through my life as a full time game developer and try to draw lessons from my successes and failures, both for myself and hopefully for you guys as well.

Posted by Yifat Shaik on 02/22/21 10:59:00 am in Design, Serious
Examines how competitive reality shows tell compelling procedural stories by setting simple rules and having the players (contestants) interact with those systems of rules to create their own unique rules and narrative and change the dynamic of the game.

Posted by Mason Remaley on 02/22/21 10:58:00 am in Programming, Console/PC, Indie
Fullscreen exclusive is real, but I haven't been able to find a single game where the fullscreen exclusive vs borderless window settings do what you'd expect.

Posted by Luca Russo on 02/22/21 10:56:00 am in Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet
Greetings all! This week we wanted to share the health bar and AI behavior improvements.