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August 13, 2020
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Updates » Design
Blog: Tilemaps - More than a grid  
by Gamasutra Community [05.13.20]
This post describes two approaches where tilemaps are used in ways that aren't traditionally used. When built correctly, tilemaps can be more than just a static grid of tiles in a 2D space.
Design

Blog: Should STL containers be used in game engines? 1
by Gamasutra Community [05.13.20]
A deep dive into STL containers' performance for a small number of elements.
Console/PC, Programming, Design

Don't Miss: A postmortem of Treyarch's Tony Hawk's Pro Skater for the Dreamcast  
by Staff [05.12.20]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Programming, Design

Gaining fans for your game? A marathon, not a sprint 2
by Simon Carless [05.12.20]
There is no silver bullet in having people find your game. If you’re relying on one thing to change your fortunes radically - you’re using the wrong strategy to develop & market your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Don't Miss: Ken Rolston's development secrets of The Elder Scrolls IV: Oblivion 4
by Staff [05.11.20]
"The virtue of having been a paper and pencil role-playing game designer meant that I [...] had to, out of nothing, create a world, make it coherent, and publish it immediately."
Console/PC, Design

Here's the surprisingly sweet origin story behind New Horizons' sea bass gag 1
by Chris Kerr [05.11.20]
Anyone who's played Animal Crossing: New Horizons will be familiar with that Sea Bass gag, but they might not know the surprisingly sweet origin story behind the diabolical dad joke.
Console/PC, Design, Production

Q&A: Re-imagining 1998's Half-Life for a 2020 audience in Black Mesa  
by John Harris [05.11.20]
We speak with Crowbar Collective's Chris Horn, lead designer on Half-Life remake Black Mesa about the long history of the project and how Valve let the project live instead of shutting it down.
Console/PC, Design, Production

Blog: The calming effect of low stakes games 4
by Gamasutra Community [05.11.20]
Today's post looks at the popularity of low stakes games, and how designers are creating rewarding and relaxing experiences.
Design, Business/Marketing

Video Game Deep Cuts: The Donkey Kong Snowrunning Team  
by Gamasutra Staff [05.09.20]
The latest roundup of interesting games, articles & videos from the last week includes new titles like Snowrunner & old beefs like the Donkey Kong high score lawsuit.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Chris Crawford wants game devs to do long-term planning 12
by Staff [05.08.20]
Developer Chris Crawford bemoans the industry's short-sighted outlook, and suggests it might be better to plant oaks than short-lived weeds.
Console/PC, Design, Production

Blog: Understanding open world level design - Part 1 5
by Gamasutra Community [05.08.20]
In open world games, level design is the central feature, not the game system. Discover key issues designers must address when planning their open world.
Design

Don't Miss: Writing Deus Ex: Mankind Divided to 'hold a mirror up to the world' 4
by Staff [05.07.20]
Eidos Montreal's Mary DeMarle chats about art and business of writing Deus Ex: Mankind Divided, a game about conspiracy theories, terrorism, and fear released into a world awash in the same.
Console/PC, Design

Q&A: How Jackbox CEO Mike Bilder is grappling with quarantine-driven success 2
by Bryant Francis [05.07.20]
As stay-at-home orders accelerated, so did the success of Chicago developer Jackbox Games. CEO Mike Bilder breaks down what it's been like now that interest in Jackbox is at an all-time high.
Console/PC, Design, Production, Business/Marketing

Don't Miss: Games, psychology, and UX with Celia Hodent - GDC Podcast ep. 8  
by Kris Graft [05.06.20]
For Celia Hodent, a psychology PhD, author, and freelance user experience consultant whose credits include Fortnite, Assassin's Creed games, and more, UX is everywhere.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Podcast, GDC

Blog: How to crack the match 3 code - Part 1 2
by Gamasutra Community [05.06.20]
A deep dive in to 'meta' evolution of Match 3 games, analysing the key design shifts in UX and game design in 2020, backed by industry data.
Design

When your Steam wishlists don't convert 5
by Simon Carless [05.06.20]
So your game has a lot of Steam wishlists, but then it launches... and it doesn't sell many copies! What happened? We try to delve into it within...
Console/PC, Indie, Design

Get a job: Ori developer Moon Studios is hiring a remote Senior Character TD  
by Staff [05.05.20]
Moon Studios is looking for Senior Character TDs. After redefining the Metroidvania genre with the Ori series, our next goal is to revolutionize the ARPG genre.
Programming, Design, Recruitment

Video: How Supercell designed the Clash of Clans Battle Pass  
by Staff [05.05.20]
In this GDC 2020 virtual talk Supercell's Eino Joas discusses the two-year process that led to the development of a Battle Pass for Clash of Clans.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Video, Vault

Don't Miss: Balancing storytelling and player choice in Prey 1
by Staff [05.05.20]
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
Console/PC, Design

Blog: Developing games for the Sinclair Spectrum Plus 10
by Gamasutra Community [05.05.20]
A trip to the past by an indie game developer who started his game-dev days back in the '80s with a Sinclair Spectrum Plus, and now has found great tools to create games for the 'Speccy' again.
Console/PC, Programming, Design