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November 27, 2021
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- Are you using a dependency injection system in Unity? - If so, can you understand, read, debug and maintain the code of your dependency injection system in less than 10 minutes? If the answer to any is NO, this post might ring a bell

Posted by Alexis Jolis Desautels on 11/18/21 11:14:00 am in Design, Production
Following up on the initial thoughts on Rational Design, let's dig deeper to provide the Why, What and How of the process. This journey will be cut in 3 pieces, each with an overarching theme: the Player, the Game and the Work.

Learn about the lovely KISS Command Pattern in Unity I cannot live without. Enjoy powerful async gameplay systems!

The 4th installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This discusses methods for hybridizing horizontal and vertical music techniques.

Posted by Tyler Glaiel on 11/18/21 11:12:00 am in Programming
So you’re thinking about making your own game engine. In this post I will go over why you might (or might not) want to, what systems are needed in a game engine, and how you should approach development of it.

Posted by Tommy Thompson on 11/18/21 11:11:00 am in Design, Programming, Art, Console/PC
A good videogame horses is very difficult to get right. But Rockstar games went above and beyond in their efforts for Red Dead Redemption 2

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 Yongcheng Liu on 11/18/21 11:29:00 am in Design, Social/Online, Smartphone/Tablet
Travel frog is a subgenre of simulation game is another kind of simulation, with cultivation to be its core element. Players need to cultivate specific characters in-game and make them successfully, and the game bringing a sense of achievement is the key.

Posted by Yongcheng Liu on 11/18/21 11:28:00 am in Business/Marketing, Console/PC, Social/Online
Middle-aged gamers are important in game industry (no offences, but just player research for a specific group). But what are their characteristics? What are their needs for gaming? And how do they choose games?

Disruptive players in multiplayer games can damage your online community and studio reputation. I worked with Unity and The Harris Poll to find the latest insights into toxicity in games and uncover how to build healthy communities.

Posted by Elliot Callighan on 11/18/21 11:19:00 am in Audio, Business/Marketing, Production
Collaboration, accessibility, community: Elliot Callighan explores ways indie and mid-sized developers can lead the charge for equity

Posted by Starloop Studios on 11/18/21 11:10:00 am in Design
Game economy design refers to the mechanics the player can buy and earn into a game. The economic system takes into account how numbers influence the players' experience.

Posted by Eva Gaspar on 11/18/21 11:08:00 am in Design, Production, Art, Console/PC, Indie
Today we are going to dive into the creative process of bringing a character to life based on a briefing. The briefing describes the basic characteristics of this character, its look and its class within the game. It may even give us information about the

Posted by Marta Andres on 11/08/21 12:00:00 pm in Smartphone/Tablet
This article will cover how to make a multiplayer mobile game. Basically, everything you need to get started with your game.

Posted by MARTIN MACMILLAN on 11/08/21 11:59:00 am in Business/Marketing, Programming, Serious, Indie
Many perfectly good games get abandoned which have decent revenue potential, but fall victim to how the entire hyper-casual market works, and end up on the scrap heap.

Posted by Eva Gaspar on 11/08/21 11:58:00 am in Design, Programming, Production, Art, Console/PC, Indie
This is the continuation of the previous article, in which we talked about how to make the characters feel alive with animations. I recommend you to read it before diving into this one, to better understand the role of the animations in the artificial int

Game Dev Digest Issue #117 - Improving Visuals and Using Real-World Data. The latest from the free weekly Unity3d/gamedev newsletter.