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August 13, 2020
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Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.

Posted by Louise Shorthouse on 08/13/20 10:21:00 am in Business/Marketing, Smartphone/Tablet
After the free trial of Stadia Pro was introduced, daily downloads of the app increased by 1700%. This illustrates the importance of lowering the entry barrier for new services.

Posted by Josh Bycer on 08/12/20 10:40:00 am in Design, Console/PC
Doom Eternal's design makes it stand out from other FPS, and today, we're going to talk about how action games and Dark Souls made it into its design.

Posted by Johan Hoberg on 08/11/20 10:55:00 am in Programming, Production, Console/PC, Smartphone/Tablet
When hiring game testers, we should look beyond specific tasks, such as finding bugs, and hire for a competence and skillset, which we then allow to create value in the best possible way.

Should you choose tight-fit or full-rect for your sprites in Unity? In this post, you will learn the difference between these two mesh types. And when to use each.

Posted by Andrew Smith on 08/11/20 10:54:00 am in Business/Marketing, Design, Indie
We dive into some real behind-the-scenes info on our next project, plans for our existing games, King of Crabs success and plans for the future, as well as thoughts on community management as work for hire.





Posted by David Craddock on 08/13/20 10:23:00 am in Design, Console/PC
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.

Posted by The Chinese Room on 08/13/20 10:22:00 am in Console/PC, Indie
To mark the fifth anniversary of Everybody's Gone To The Rapture the developers of the game The Chinese Room are re-releasing some of the archived blog posts that coincided with the release of this award-winning title.

Posted by Karl Kontus on 08/13/20 10:22:00 am in Business/Marketing, Console/PC, Indie
How indie developers should treat their game more like a business and why doing market research doesn't mean you have to stop doing what you're passionate about.

Posted by The Chinese Room on 08/13/20 10:19:00 am in Console/PC, Indie
To mark the fifth anniversary of Everybody's Gone To The Rapture the developers of the game The Chinese Room are re-releasing some of the archived blog posts that coincided with the release of this award-winning title.

Posted by Eduardo Tassi on 08/12/20 10:43:00 am in Design, Console/PC
Level Design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.

Posted by The Chinese Room on 08/12/20 10:42:00 am in Console/PC, Indie
To mark the fifth anniversary of Everybody's Gone To The Rapture the developers of the game The Chinese Room are re-releasing some of the archived blog posts that coincided with the release of this award-winning title.