Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 2, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Get a job: Join Gameloft as a Lead Game Designer  
by Staff [12.01.20]
Gameloft Australia in Brisbane is seeking a passionate Lead Game Designer to join our professional team and deliver fresh experiences for players.
Design, Recruitment

Blog: Key ingredients for compelling video game characters  
by Gamasutra Community [12.01.20]
A checklist for building stronger characters, including tips and ideas on how to strengthen the player-protagonist connection in non-linear and less narrative-driven games.
Design, Production

Best of 2020: Rebuilding a classic in Age of Empires II: Definitive Edition  
by Staff [12.01.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Console/PC, Art, Design

Implementing raytraced shadows in The Riftbreaker  
by Gamasutra Community [12.01.20]
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we used.
Design, Production

IGF 2021 Update: Submissions will open next week  
by Staff [11.30.20]
Submissions for the 23rd annual Independent Games Festival will begin on December 7th.
Console/PC, Design, GDC, IGF

Sega unveils never-before-seen prototype 'Venus' handheld 1
by Chris Kerr [11.30.20]
Sega has pulled back the curtain on a prototype handheld called the Venus that served as the precursor to the Genesis Nomad.
Console/PC, Design, Business/Marketing, Video

The one key Steam stat that you're not checking... 4
by Gamasutra Staff [11.29.20]
When you’re understanding the potential success of your game before release - what’s the one Steam stat that more people should be paying attention to, but aren’t?
Console/PC, Indie, Design, Production, Business/Marketing

Blog: A pre-postmortem about marketing 2
by Gamasutra Community [11.26.20]
Five hard earned lessons I learned about marketing while making Spaceslingers for $0 as a small time indie developer.
Design, Business/Marketing

Q&A: Hand-painting the watercolor world of Dordogne  
by Chris Kerr [11.26.20]
"You have to try to keep things simple. If you tried to mock up a watercolor shader, usually it looks fake because most of the watercolor shaders are animated."
Console/PC, Art, Design, Video

Blog: Four hyper-casual prototype best practices  
by Gamasutra Community [11.25.20]
Successful hyper-casual development isn’t as easy as it looks. Here are four key design guidelines to follow to help crack this space.
Console/PC, Design

Video: The world generation tech behind Far Cry 5  
by Staff [11.25.20]
In this 2018 GDC talk, Ubisoft's Etienne Carrier explains how Ubisoft developed a set of procedural tools to generate biomes for Far Cry 5.
Console/PC, Design, Video

The anatomy of a Steam sale  
by Gamasutra Staff [11.25.20]
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...
Console/PC, Indie, Design, Business/Marketing

Blog: Historians discuss Assassin's Creed Valhalla  
by Gamasutra Community [11.25.20]
Historians Bob Whitaker and Daniel Melleno discuss Assassin's Creed Valhalla. Topics include the history of the Viking Age, raiding monasteries, Paganism vs. Christianity, and Viking slavery.
Design, Business/Marketing

Don't Miss: Mapping out the subtle social cues throughout Hitman's level design 1
by Alissa McAloon [11.24.20]
“Apart from mocking everything up one of the most important things that we do in a game like Hitman is making life, making drama situations as we call them. We borrow a little bit from the world of theater.”
Console/PC, Design

Only six days left to register for GDC Masterclass!  
by Staff [11.24.20]
You only have six days left to sign up for the first-ever GDC Masterclass program. Register now before time runs out!
Console/PC, Design, Production, Business/Marketing, GDC

Blog: The art of compelling quest design in Ghost of Tsushima  
by Gamasutra Community [11.23.20]
This article explores how Ghost of Tsushima's side quests are structured and what designers can learn from them.
Console/PC, Design

Video: A deep dive into Ubisoft's VR escape rooms  
by Staff [11.23.20]
In this 2019 VRDC session, Ubisoft Blue Byte's Cyril Voiron discusses the development of Ubisoft's new VR escape room games.
VR, Design, Video

Does Apple's 15% platform cut change the game? 4
by Gamasutra Staff [11.22.20]
Apple has announced the App Store Small Business Program, a major change to the flat 30% platform cut for apps and games on iOS App Store. What does it mean for Apple & other game platforms?
VR, Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Hi-Rez Studios is hiring a Level Designer for Paladins 1
by Staff [11.20.20]
Hi-Rez Studios is looking for a Level Designer to work at our studio in Alpharetta, Georgia on Paladins.
Design, Recruitment

Don't Miss: Defining direction, writing, art and music on Yakuza 4  
by Staff [11.20.20]
In this 2011 interview, the developers behind Yakuza 4's art, music, and story talk with Gamasutra about crafting the acclaimed game's ensemble cast, dangerous but exciting environments, and more.
Console/PC, Art, Audio, Design