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April 8, 2020
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Updates » Design
Designing around panic in The Walking Dead: Saints & Sinners  
by Aron Garst [04.08.20]
"We wanted you to be on the razor's edge of death at all times, that's what makes survival horror good," says The Walking Dead: Saints & Sinners director Todd Adamson.
VR, Design

Get a job: Be a Gameplay Designer at Remedy Entertainment  
by Staff [04.07.20]
The team at Control developer Remedy Entertainment seek a Gameplay Designer to take a key role on a project currently in development at the studio's offices in Finland.
Console/PC, Design, Recruitment

Video: Overcoming creative block on Super Crush KO  
by Staff [04.07.20]
In this 2020 GDC virtual talk, DrinkBox Studios' Gabby DaRienzo talks about her experience with a year-long creative block, how she overcame it, and how it affected her work on Super Crush KO.
Indie, Art, Design, Video, Vault

Blog: A/B tests for analyzing live ops  
by Gamasutra Community [04.07.20]
How to choose the right metric to run an A/B test. What options do you have while testing (just A and B or multiple variants). Important notes on preparing a sample for the test.
Design, Production

Blog: Learning resources for Unity addressables in 2020 1
by Gamasutra Community [04.07.20]
With so much content out there, you might be confused about where to start learning Unity addressables. To help you there, here's a list of resources to help you learn Unity addressables in 2020.
Programming, Design

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.07.20]
How should you position your game demo on Steam? We look at a couple of options, as well as a whole bunch of other news around game discoverability - how people find and play your game.
Console/PC, Indie, Design, Production, Business/Marketing

How height, audio cues, and trust sculpted VR locomotion in Half-Life: Alyx  
by Alissa McAloon [04.06.20]
Creating comfortable and believable movement for players in virtual reality is one of those game development puzzles where there isn’t a one-size-fits-all answer
VR, Console/PC, Design, Video

Get a job: Join the Infinity Ward team as a Technical Multiplayer Designer  
by Staff [04.06.20]
Infinity Ward, developer of Call of Duty: Modern Warfare, is seeking an experienced Technical Multiplayer Designer.
Programming, Design, Recruitment

Video: Writing great ensemble casts (instead of lone heroes) in games  
by Staff [04.06.20]
In this 2020 GDC virtual talk, Die Gute Fabrik's Hannah Nicklin discusses the key techniques, challenges and potential of writing for ensemble casts compared to 'heroes' tales' in video games.
Console/PC, Indie, Design, Video, Vault

Don't Miss: 7 JRPGs game developers should study 6
by Staff [04.06.20]
We reached out to some game makers and asked them to name some JRPGs that they believe all devs should study.
Console/PC, Design

Analgesic has open-sourced its 'Zelda-like' adventure game Anodyne  
by Chris Kerr [04.06.20]
The studio has uploaded the game's source code, art, level editor, and music to Github, and has implored fans to get creative.
Console/PC, Programming, Design, Production

Blog: Balancing fun gameplay and realism when introducing new classes 1
by Gamasutra Community [04.06.20]
Adding a brand new class to a game five years after its release isn't easy, so here are some tips we learned after bringing submarines to World of Warships.
Console/PC, Design

Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.03.20]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Console/PC, Indie, Design

Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: What does games culturalization involve?  
by Gamasutra Community [04.03.20]
This article introduces the 'Three Levels of Culturalization' model to demonstrate why knowing your global players and their context is critical to the success of games studios.
Console/PC, Design, Production

Blog: Why you need a technical designer  
by Gamasutra Community [04.03.20]
It's important to understand what a technical designer is and how it can help a production by improving the workflow of designers to let them focus on creative tasks, not technical issues.
Design

Outer Wilds and Disco Elysium win big at BAFTA Games Awards 1
by Chris Kerr [04.03.20]
Indie darlings Outer Wilds and Disco Elysium were the big winners at the British Academy Games last night.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Production, Business/Marketing

Journey to the Savage Planet a reaction to a past life of AAA development  
by Aron Garst [04.03.20]
After life as creative director on huge Ubisoft games like Assassin's Creed III and Far Cry 4, Alex Hutchinson was ready to make games at his own small studio.
Indie, Design, Production, Video

Get a job: Heart Machine is hiring a Level Designer  
by Staff [04.02.20]
We're looking for talented, passionate, smart, highly communicative and just plain good people to become part of our crew, to collaborate, shape and build something ambitious and unique.
Design, Recruitment

USC Games Expo swaps to virtual for 2020 student game showcase  
by Alissa McAloon [04.02.20]
The annual student game exhibition is switching over to an all-digital event for 2020 as more and more events pivot to offer social distancing-friendly shows during the coronavirus pandemic.
Design