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June 13, 2021
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Updates » Design
The PS5's storage system is helping Sucker Punch change how it makes games  
by Bryant Francis [03.17.21]
Sucker Punch co-founder Brian Fleming praised the PlayStation 5's storage and loading capabilities as being tech that will shape how the studio develops its games in the future.
Console/PC, Programming, Art, Design, Production, GDC

Warren Spector explains the player-first design choices behind Deus Ex  
by Chris Kerr [03.17.21]
Deus Ex creator Warren Spector has some sage advice for developers looking to create the next great immersive sim: stop telling players what to do. 
Console/PC, Design, Production, Business/Marketing, GDC

It's time for an excellent third day of GDC Showcase  
by Staff [03.17.21]
Get ready for another day of GDC Showcase! Here's a few sessions you shouldn't miss.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Demiurge Studios seeks a UI/UX Director  
by Staff [03.16.21]
Demiurge is looking for someone who can talk to designers, write a spec, make a perfect wireframe, clothe it in a gorgeous UI, then roll up their sleeves and implement it in game.
Art, Design, Recruitment

Building studios for divergent thinkers  
by Bryant Francis [03.16.21]
At GDC Showcase, Velan Studios co-founders Guha and Karthik Bala broke down the principles that allows the company to create games like Mario Kart Live: Home Circuit
Console/PC, Design, Business/Marketing

Here's why you should check out day two of GDC Showcase  
by Staff [03.16.21]
Day two of GDC Showcase is about to start! Here are a few sessions you should check out.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The big list 2021 - Resources for game music composers 1
by Gamasutra Community [03.16.21]
Game music composer Winifred Phillips shares an extensive list of online resources, including upcoming industry conferences, online communities, bulletin boards, and a round-up of audio software.
Audio, Design

How do you get 'More..' recommendations on Steam?  
by Gamasutra Staff [03.15.21]
It's important to understand how and when Steam recommends your game to others - so we look at the 'More Like This' to understand its importance to today's Steam game.
Console/PC, Indie, Design, Business/Marketing

Q&A: Exploring the triumphant level design of Sackboy: A Big Adventure  
by Chris Kerr [03.15.21]
"Our process was to create a proof-of-concept prototype and give it to the level designers to explore the gameplay possibilities. A good power up should empower the player in fun and satisfying ways."
Console/PC, Design, Video

Start your week with a great first day of GDC Showcase  
by Staff [03.15.21]
It's the first day of GDC Showcase! Check out some sessions you can see at this all-free, all-digital GDC event.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Tips to speed up the launch of your hyper-casual game 1
by Gamasutra Community [03.12.21]
To get your hyper-casual game to global launch faster and beat out competitors, here are six tips for speeding up the launch process at each step of publishing.
Smartphone/Tablet, Indie, Programming, Art, Design

Revisit two essential Classic Game Postmortems at GDC Showcase  
by Staff [03.12.21]
Join Steve Golson and Warren Spector as they revisit their GDC Classic Game Postmortems for Ms. Pac-Man and Deus Ex at GDC Showcase.
Console/PC, Programming, Design, GDC

Blog: Finding a suitable toolchain for animating Blightbound's 2D characters  
by Gamasutra Community [03.12.21]
For Blightbound we wanted high-quality animation, screen-filling bosses, crisp characters, high framerate and swappable gear. This post discusses why sprite sheets didn't work and what we used instead.
Design, Production

Blog: Nine tips for kickstarter success in 2021 1
by Gamasutra Community [03.12.21]
Learn nine top tips for finding success on Kickstarter in 2021 - even with a mobile free to play game. The team behind Kinder World share a mid-mortem for their 220 percent funded project.

Don't Miss: 'The Door Problem' of Game Design 35
by Staff [03.11.21]
"I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don't know anything about games. I like to describe my job in terms of 'The Door Problem.'"
Console/PC, Design

Join a free talk + Q&A on data-driven game design with Evan Losi  
by Staff [03.11.21]
In the next Gamasutra Editorial Forum we welcome veteran mobile game designer Evan Losi to talk about how data-driven design can go beyond tracking product metrics, and also help make your games more engaging and fun.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Webinar

Get a job: Join the Insomniac Games team as a Senior Designer  
by Staff [03.10.21]
Senior Designers at Insomniac Games are responsible for overseeing and executing on many aspects of the game including, features, mechanics, and systems design, and more.
Design, Recruitment

Deep Dive: Inside King Of Crabs' Steam F2P success 3
by Gamasutra Staff [03.10.21]
We check out King Of Crabs' Steam download, user & wishlist data, in a rare look behind the scenes of a free-to-play game on Steam.
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: How the developers of New Vegas took back Fallout 17
by Staff [03.10.21]
In this 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting Fallout: New Vegas and returning to their roots.
Console/PC, Design

Watch live recordings of the GDC Podcast at GDC Showcase!  
by Staff [03.10.21]
Check out five days of live podcast recordings for the GDC Podcast at GDC Showcase!
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC