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August 20, 2019
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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.

This week's roundup includes a look at new Zachtronics title Eliza, the moral panic about Fortnite and 'good play', and the incredible Wii Sports speedrunners, among a host of other interesting pieces.

Posted by Simon Carless on 08/07/19 11:32:00 pm in
Let’s say you’ve put $20,000 into your game, or $200,000 dollars, or $2 million dollars. And you still want your money - or your investors’ money - back. You should probably look at how crowded that genre/game feature is.

Posted by Tommy Thompson on 08/07/19 10:27:00 am in Design, Programming, Console/PC
One of the most complex simulations in AAA games, IO Interactive's Hitman titles are laced with AI systems that helped bring their fictional worlds to life.

Posted by Amir H. Fassihi on 08/06/19 10:14:00 am in Production
While sports team coaches are very well known, we seldom talk about a coach in our game development teams. Does this mean that there is no need for a coach in this context? Or maybe the role of a coach is being played by somebody already?

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