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August 25, 2019
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August 25, 2019
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Posted by Dan Fabulich on 08/16/19 10:33:00 am in Business/Marketing, Production, Smartphone/Tablet
In conversation with Google Play Store developer support today, they confirmed to me that all new Android apps now require at least three days for approval.

Posted by Nic Rutherford on 08/16/19 10:33:00 am in Business/Marketing, Social/Online
I'm running my first Kickstarter, and the first 24 hours was a whirlwind of activity. I thought it might be useful to other to share my experiences.

Posted by Josh Bycer on 08/16/19 10:25:00 am in Design, Console/PC, Indie
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.

Posted by Pippin Barr on 08/15/19 10:12:00 am in Design, Indie
Reflections on translating the continuing series of Ancient Greek Punishment games into the Bitsy game engine, with a particular focus on the challenges of using a highly accessible and limited tool to express the core ideas present in the myths.

Posted by Oleg Nesterenko on 08/14/19 11:21:00 am in Design, Art, Console/PC, Indie
In narrative-driven games, how much of the story informs the gameplay? How much of your writing translates into mechanics and interfaces? The makers of Pathologic 2 reinvent questlogs and codexes so that all aspects of your game are relevant to the story.

Posted by Pavel Shylenok on 08/14/19 10:41:00 am in Design, Programming, Production, Serious, Indie
While it is absolutely impossible to describe all technical decisions made in the project in the scope of a single article, we’ll try to outline a generic approach that you could possibly use to some extent in your projects.

Posted by Ivan Fortunov on 08/14/19 10:24:00 am in Design, Smartphone/Tablet
It’s been long time coming but in just few hours after the season reset and Supercell got me to the moment when I uninstalled Clash Royale. So what happened? How unfairness and bad design can lead to a big Churn rate.

Posted by Nikhil Murthy on 08/14/19 10:23:00 am in Design
How the Majima campaign of Yakuza Kiwami 2 illustrated the issue of pacing in open world games.

Posted by James Youngman on 08/14/19 10:17:00 am in Design
An explanation of Matrix Design, a method to use the principal behind the Square-Cube Law to maximize the amount of design space opened up by marginal increases in functionality.

Posted by Ashley Kreuer on 08/14/19 10:14:00 am in Business/Marketing, Art, Indie
If you’re a streamer with some followers and you like classic Zelda you should get in contact with this developer. He’s looking to give away some Beta keys to streamers who want to stream it on Twitch or make YouTube videos.