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December 9, 2021
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Posted by Josh Bycer on 11/18/21 11:10:00 am in Design, Console/PC, Indie
Dead by Daylight is the biggest multiplayer horror game on the market today, but does this game hold up design and monetization-wise in today's market?

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 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 Josh Bycer on 10/05/21 06:50:00 am in Design, Console/PC, Indie
The "boomer shooter" market has been taking off among indie studios, and the recent Quake Enhanced gave me a chance to take a look back at one of the best.