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August 25, 2019
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Posted by Joost van Dongen on 08/19/19 10:33:00 am in Design
What to do if something is overpowered for beginners, but fine for experienced players? Simple stat changes won't do in such cases. This blogpost discusses 3 approaches to fixing beginner balance that we've used in Awesomenauts and Swords & Soldiers 2.

This week's roundup includes looks at standout new titles including Dicey Dungeons and Rad, an analysis of Patreon as incremental funding, and lots more.

Posted by Victoria Tran on 08/16/19 10:37:00 am in Business/Marketing
How to better set up your (game) communities for kinder user experiences.

Posted by William Volk on 08/16/19 10:27:00 am in Business/Marketing, Indie
Getting back into Indie-Games after decades with The Climate Trail

Posted by Niklas Gray on 08/15/19 10:14:00 am in Programming
Shows how we can add an index to bulk data to accelerate queries.

Posted by Simon Carless on 08/14/19 02:02:00 pm in Business/Marketing, Design, Console/PC
In the interests of focusing on one particular part of game discoverability, I’d like to concentrate this piece on one particular hidden gem of a statistic - Steam’s follower count.

Posted by Max Pears on 08/14/19 10:17:00 am in Design, Serious, Indie
I break down what I have learned in my career to what helps to make a strong combat space, how to create combat spaces that feel engaging and challenging. Sharing my knowledge with step by steps to aid fellow level designers.

Posted by Winifred Phillips on 08/13/19 10:37:00 am in Audio, Production, Console/PC, VR
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 2: Game Music and Psychological Attachment. Included are practical examples and video demonstrations.

Posted by James Margaris on 08/12/19 11:32:00 am in Design
Examining the design issues behind the tepid launch of Valve's Artifact

Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.