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October 27, 2021
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Posted by Keith Burgun on 10/26/21 10:45:00 am in Design, Serious
Those nights when you're endlessly scrolling through your favorite game store or library, desperately wanting to play *something*, but rejecting every candidate you can find. I have given a name to your pain!

Posted by Josh Bycer on 10/22/21 05:01:00 pm in Design, Console/PC, Indie
Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.

Posted by Ethan Levy on 10/20/21 01:46:00 pm in Business/Marketing, Design, Console/PC, Smartphone/Tablet
A veteran game designer and crypto sceptic makes a conversion to full-blown blockchain enthusiast. Here are 5 reasons that blockchain gaming can help us design better experiences for our players.

Posted by Bob Whitaker on 10/20/21 01:38:00 pm in Console/PC, Serious
Historian Bob Whitaker talks with Maxime Durand, the World Design Director of Discovery Tour for Ubisoft, about Discovery Tour: Viking Age and the Discovery Tour series more generally.

The 3rd installment of a 6-prt series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses pure vertical layering examples from the Sackboy and Spyder games.

Posted by Chelsea Blasko on 10/19/21 11:47:00 am in Serious
Iron Galaxy's Joseph Simmons talks about mitigating burn-out and finding ways to keep employees engaged with their work. The company continues to modify process to allow their approach to expand as they've grown.

Posted by Stuart Burfield on 10/26/21 10:44:00 am in Design, Console/PC, Indie
Playtesting should be a key part of your design process. Done correctly, playtesting will transform your game design into something powerful.

Posted by Joris Dormans on 10/26/21 10:44:00 am in Design, Indie
An outline of the level design philosophy we developed and adapted for Unexplored 2. This philosophy informs our generator and proved to be a great help generating coherent, believable and fun places for the player to explore outside the typical dungeons.

Game Dev Digest Issue #115 - Shiny New Stuff. The latest from the free weekly #Unity3d/#gamedev newsletter.

Posted by Scott Chen on 10/21/21 12:57:00 pm in Design, Production, Art, Console/PC, Indie
2.5 years of character development pitfalls you can learn to avoid in 5 minutes.

In the inaugural blog post for Silly Seance, creators Up at Night dive into setting goals for a new project, prototyping for mobile, and how totally tangential game jams can lead to robust and reusable network and lobby systems.

Posted by Mickael Dell'ova on 10/20/21 01:46:00 pm in Design, Console/PC, Serious, Social/Online
This is part 1 of 5 of an article about my vision of UX and how its role is to make the world a better place. In this part I will explain where the confusion between UI and UX comes from. Have a good read and see you tomorrow for the rest.