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May 19, 2022
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Posted by Colin Anderson on 05/18/22 01:19:00 pm in Business/Marketing
I've decided to create a newsletter to let me think out loud about the intersection of videogames and digital property rights, because I'm fascinated by the topic and disappointed that it's become "all about NFTs". I reckon it's so much bigger than that.

This article discusses the process of creating rhythmic and melodic diversity in a system based on horizontal segmentation for the music of Lineage M: The Elmor, by video game composer Winifred Phillips.

Posted by George Jijiashvili on 05/12/22 04:38:00 pm in Business/Marketing, Console/PC, Social/Online
EA broke up with FIFA, but this will have little impact on �EA Sports FC� games� future success. Meanwhile, FIFA is about to learn about the complexities involved in making a successful game. Omdia's games analyst provides his thoughts in this piece

Posted by Josh Bycer on 05/06/22 02:58:00 pm in Design
Elden Ring's design is going to be studied for months, but for this post, I want to be the dissenting opinion that Elden Ring's take on soulslike combat may be flawed in an unusual way.

Posted by George Jijiashvili on 05/06/22 01:51:00 pm in Business/Marketing, Console/PC, Social/Online
In April 2022, Omdia polled over 3,700 consumers in the US, UK, and Germany to gain insight into their awareness and uptake of cloud gaming services. Compared to our findings from a similar survey in November 2020, there has been a surge in awareness.

Posted by Tommy Thompson on 04/29/22 10:15:00 am in Design, Programming, Console/PC
A modern classic that's almost 30 years old, let's find out how it works!

Posted by Joe Slack on 05/18/22 01:24:00 pm in Business/Marketing, Design, Production
Covid and the shipping crisis are impacting the board game industry dramatically, in particular publishers and designers. So, I wanted to talk about both the problem and some potential solutions to this major issue.

Posted by Avram Dumitrescu on 05/17/22 11:07:00 am in Design, Indie
How I thought up, tested, and polished levels for Schmutznik

Posted by Matthew Gianfrancesco on 05/17/22 10:20:00 am in Design, Programming, Indie
The ninth weekly devlog of Deterrence. In this log I expand on unit code to build buildings and program buildings to be constructed and have garrisoned units.

This article will try to explain the application of social thinking in game experience design.

Posted by Mike Marrone on 05/13/22 11:26:00 am in Design, Programming, Production, Console/PC, Serious, Indie
Game Dev Digest Issue #141 - Solo Development, and More! The latest from the free weekly Unity3d/gamedev newsletter.

Posted by Alex Kubodera on 05/13/22 11:10:00 am
Depth is what keeps a game feeling fresh long after its release. So what is it, and how do you capture that elusive magic?