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September 23, 2020
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Posted by Simon Carless on 09/16/20 05:11:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
What's up with F2P battle royale breakout Spellbreak, what this 'PlayStation Plus Collection' thing for PS5 is, and lots more besides - a discovery/platform round-up.

Posted by Andrew Smith on 09/16/20 10:13:00 am in Design, Production, Indie
An eventful month for us; a new team member, laying a project to rest, and a deep dive on our next game!

Last November, TIFCA held it's ecosystem summit to kick off the Client-to-Cloud Revolution - the journey to the next era of computing. Part of this development is a Create Once, Reach All (CORA) mechanism for content developers. Here is our progress!

Posted by Louise Shorthouse on 09/15/20 11:09:00 am in Business/Marketing, Smartphone/Tablet
On September 11, Apple issued newly revised App Store guidelines allowing game streaming services such as xCloud and Stadia to run on iOS devices, seemingly paving the way for cloud gaming after a period of actively blocking gaming subscription services.

Lose those extra vertices you don’t need from your meshes and make the life of your GPU a bit easier.

Fourth of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of recurrence, including rationale.

Posted by Simon Carless on 09/14/20 02:32:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Microsoft thinks differentiating new platforms on better-looking and playing experiences is getting trickier. So now we have Xbox Game Pass & All Access. Is it going to work?

Posted by Keith Burgun on 09/14/20 11:07:00 am in Design
In this post, Keith Burgun talks about the history and present of CRPGs, and what he sees as "the project" of the pursuit of fantasy simulation in these games.

Posted by David D'Angelo on 09/14/20 10:59:00 am in Design, Programming, Production, Serious, Indie
What’s up, design devotees? With King of Cards’ one-year anniversary right around the corner, we thought it would be festive to finally tell the tale of how Joustus came to be!

Posted by Tommy Thompson on 09/11/20 11:26:00 am in Design, Programming, Production, Console/PC, Indie
As the game launches on PC, we sit down with developers Awe Interactive find out how AI design and level generation are built to support this rhythm-focussed first-person shooter.