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October 23, 2021
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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 Josh Bycer on 10/07/21 11:49:00 am in Design, Production, Console/PC, Indie, VR
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.

Posted by Brandon Casteel on 10/07/21 11:48:00 am in Design
Inspired by contrasting the game designs of Command and Conquer games against Age of Empires 4, this article explores the space of "speed bumps" which help to control the pace at which players progress through gameplay.





Posted by Sam 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.

Game Dev Digest Issue #114 - Lessons Learned. The latest from the free weekly Unity3d/gamedev newsletter.

Posted by Oscar Barda on 10/20/21 01:44:00 pm
This is a restorative reading of the game Deathloop

Posted by James Rowbotham on 10/20/21 01:39:00 pm in Design, Production, Indie
This is the first in a series of bite-sized interviews with people who work in and around the games industry, from indie to AAA.