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May 23, 2019
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Posted by Luis Bermudez on 05/08/19 10:29:00 am in Programming
How do you create a fighting game in Unity with realistic physics? This article shows you the basics of creating a physics based fighting game in Unity. It leverages simple Spring PD controllers and Inverse Kinematics.

Posted by Stanislav Costiuc on 05/08/19 10:27:00 am in Design, Console/PC
When we talk about responsive controls in games, we talk about the time between a button press and the action being completed. And yet Bloodborne is still a responsive game even with actions completion being technically delayed. Let's talk about why.

New Chinese regulations put restrictions on how loot boxes can be monetized. Put simply, the more revenue you drive from selling loot boxes to your players, the more you will be affected. Learn more about how and what to do instead in this blog.

Posted by Winifred Phillips on 05/07/19 10:19:00 am in Audio, Production, Console/PC
Composer Winifred Phillips presents a mini-postmortem on the evolution of a single melodic theme - first composed for EA's Spore Hero, undergoing several in-game variations, and eventually appearing in a trailer for the blockbuster AVENGERS ENDGAME film.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Simon Carless on 05/05/19 10:33:00 pm in
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games, & lots more.

I recently recorded a podcast about one of the core design principles I use every day - the familiarity principle. You can watch the video and also go through my notes.

Customer Support, Quality Assurance and Community can work together with the right tools to provide a customer-centric approach to live support. Yes, it works for GaaS and unique titles supporting ongoing DLCs. This model can work without a PTR.

Posted by John Krajewski on 05/01/19 05:24:00 pm in Console/PC, Indie, Design
This week I’d like to dive into the core of Eco’s design a bit, and talk about the principles that guide the design and development of the game. These are things that go way back to the beginning ideas of what Eco would be.

This week's roundup includes a look at Days Gone from multiple perspectives, a unique story of an Atari arcade game 'leaked' in an odd way, Fortnite's unpalatable developer crunch, parallax in games, Mortal Kombat 11's grindy glories, & lots more.