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June 19, 2021
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Posted by Simon Carless on 06/14/21 04:57:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
If your game does get in one of the E3 showcases with your game, how does the extra visibility help? And how can we quantify that? Let's check it out...

Posted by Winifred Phillips on 06/14/21 11:18:00 am
Leading up to her lecture during the upcoming GDC 2021 event, composer Winifred Phillips offers highlights from her Ask-Me-Anything session from GDC Summer. Topics include looping strategy, composer workflow, team dynamics, recurring themes, & networking.

Posted by Ryan Sumo on 06/11/21 03:00:00 pm in Business/Marketing, Console/PC, Indie
The games industry should take a cue from the film industry and start optioning game design documents.

Posted by George Jijiashvili on 06/10/21 02:46:00 pm in Business/Marketing
Omdia analysts George Jijiashvili and Matthew Bailey summarize Microsoft's latest news about Game Pass and cloud gaming, while highlighting their key takeaways.

Posted by Simon Carless on 06/10/21 01:12:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
We're looking at the launch of winemaking sim Hundred Days, with real Steam numbers, alongside a whole bunch of other trends in and around game discovery.

Posted by Josh Bycer on 06/09/21 10:14:00 am in Design, Production, Console/PC, Indie, Smartphone/Tablet
Today's post is a wake-up call for the industry when it comes to understanding the basic rules and structure of game design, and what can happen if you choose to ignore the "science" of the "art and science of games".

Posted by Niklas Gray on 06/09/21 10:13:00 am in Programming
An interactive choose-your-own-debugging-adventure

Posted by Simon Carless on 06/07/21 03:39:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Let's take a look into how paying big social media platform companies to promote your game could (or might not!) pay off - and other notable game discovery news.

Posted by Jason Bakker on 06/07/21 12:42:00 pm in Programming
Detailing the technology behind Wayward Strand - specifically, how we've integrated the ink scripting language and Unity's Timeline.

You need a higher frame-rate... but how? Introduce yourself to the P3 Optimization Framework