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October 28, 2020
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Posted by Simon Carless on 10/27/20 01:20:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Sure, let’s say your game made $50k in its first week on Steam. But at the end of Year 1, will you have $100k or $250k? Fill in the survey to find out averages! (Plus: bonus takeaways from previous surveys.)

Games industry analyst's take on Facebook launching a free cloud gaming service - Focusing on Facebook's position in cloud gaming, 'cloud playable ads' and the increasingly contentious relationship between cloud gaming companies and Apple.

Posted by Joost van Dongen on 10/26/20 10:19:00 am in
With some shader trickery, perspective can be manipulated to achieve unrealistic, but more interesting compositions. This post shows how in Blightbound we kept the horizon on screen by subtly bending the world.

Posted by Jools Watsham on 10/26/20 10:18:00 am in Design, Programming, Production, Art, Console/PC, Indie
Hatch Tales Game Director shares details behind decision to drastically change image of game.

Posted by Ben Weber on 10/26/20 10:17:00 am in Programming, Smartphone/Tablet
Zynga's Python-focused analytics platform

Posted by Simon Carless on 10/23/20 06:14:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
What's up with the new PlayStation web store? How about genre viability on Steam? This and many other questions will be answered in the latest game discovery round-up...





Posted by Videep Mishraa on 10/27/20 10:37:00 am in Programming, Console/PC, Indie
Implementation of a QuadTree data structure in unity. Here we discuss the simplest way to create data structure and implement it as well.

In 2015, while working in the office and alongside doing my own job, I was developing games with an artist. It happened that by selling the game, I earned the 2-year salary I was getting in the office those days.

Posted by Thierry Brochart on 10/27/20 03:33:00 am in
What are game jams? Of course we all know that it is a game creation hackathon. But what we all forget about them is that they exist for three reasons:

Literally every design decision in excruciating detail. Our goal: Zero compromises to gameplay or humor.

Posted by Bram Stolk on 10/26/20 01:14:00 pm in Design, Indie
This is a one-man's quest on making an Open World Game, with a capital-O. "Go anywhere, and leave your permanent mark."

Take two genres that I really enjoy and fuse them into one. A new twist on existing mechanics and ideas. This turned out to be a big mistake and I alienated my target audience. After a long process, my game is now a much different (better) game.