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January 24, 2020
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January 24, 2020
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Posted by Joshua Hallaran on 01/22/20 04:58:00 pm in Design, Console/PC, Indie
Part 4: Motivation, Meaning & the Key Question: Why? - This six-part essay analyses Kingdom Hearts III's approach to storytelling, and the lessons that we as developers can learn from it. Written from a developer's perspective, with the insights of a fan.

Posted by Nikhil Murthy on 01/22/20 11:12:00 am in Design
Analyzing the role-playing of 4X games.

Posted by Sergio Garces on 01/22/20 11:03:00 am in Business/Marketing, Console/PC, Indie
The Chinese market is important for Indies targeting Steam. Is there trouble in the future?

Posted by Kyal Atkins on 01/22/20 10:58:00 am in Design, Production, Console/PC
The problem with almost all Star Wars games, and what needs to be changed. If you're a game designer, pay attention!

Posted by Andre Faure on 01/22/20 10:54:00 am in Business/Marketing, Production, Console/PC, Indie
It is time for GDC to move from SFO? I’ve been hearing some discussion pop here and there, and decided to join in for my first post. I’ll shoot my opinion bluntly: YES, GDC should move out of San Francisco. Find out why (or not) below!

Posted by Kevin McVay on 01/22/20 10:54:00 am in Design, Indie
As we’ve had a great number of readers proclaiming their wishes to create their own action games, I’ve been speaking with some true craftsmen of the action genre to find out how they make their own titles. Our third installment features TeamTMT.

Posted by Joshua Hallaran on 01/22/20 10:53:00 am in Design, Console/PC, Indie
Part 3: Missing the Mid-Point - This six-part essay analyses Kingdom Hearts III's approach to storytelling, and the lessons that we as developers can learn from it. This critique is written from a developer's perspective, but with the insights of a fan.

Posted by Randen Banuelos on 01/22/20 10:52:00 am in Design, Production, Console/PC, Social/Online
Almost 24 years from its first entries, the Pokémon game series have undergone dozens of changes to appeal to a new player base. From graphics to the range of Pokémon available, this article investigates the differences between Red/Blue and Sword/Shield

Posted by Caleb Compton on 01/22/20 10:51:00 am in Design, Programming
Movement systems in games are often taken for granted, but how your movement feels can make or break your game. What makes a movement system good, and how can you design great movement in your own games? Lets find out!

Posted by Tony Vilgotsky on 01/22/20 10:50:00 am in Design, Programming, Production, Art, Console/PC, Indie
The story of how Ovva Games came up with the game Between Realms.