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January 20, 2021
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Updates » Design
Register now for the first-ever GDC Masterclass program  
by Staff [10.14.20]
Explore new opportunities to sharpen your skills with GDC's new Masterclass program.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Blog: How do you know when you need ray-tracing?  
by Gamasutra Community [10.14.20]
Developing your game in Unity? Then you need to pay attention to five signs that reveal you should to move into ray-tracing.
Programming, Design

Blog: Game composers and the importance of themes - Part 5  
by Gamasutra Community [10.14.20]
This is the last installment of the five-part article series on the use of thematic content in video game music composition.
Audio, Design

The weirdest Steam refund messages (& lessons for game devs!)  
by Simon Carless [10.13.20]
Many Steam refund comments are legitimate, and definitely worth reading to give you an idea of sentiments around the game or technical issues. But others.. oi. Here's a survey of them!
Console/PC, Design, Business/Marketing

Don't Miss: The making of Crackdown 2 3
by Staff [10.12.20]
Mission designer Martin Livingston of Crackdown 2 inheritor Ruffian Games talks developing the sequel within a tight cycle, the studio's mindset about the game, how players influenced the design and more.
Console/PC, Design

Blog: Steam Game Festival kicks into high gear  
by Simon Carless [10.12.20]
OK, so with the Steam Game Festival - Autumn Edition now running (until October 13th), I thought it was worth peeking into changes for this edition and how it’s being received on ‘the Internet’ so far. Plus more news!
Console/PC, Indie, Design, Production, Business/Marketing

How Arthurian tragedy drives the design of Pendragon  
by Bryant Francis [10.09.20]
Inkle's Jon Ingold and Tom Kail discuss the influence of Arthurian legend on the studio's new strategy narrative game Pendragon.
Console/PC, Design, Video

Get a job: Question is hiring a remote and Unreal-savvy Level Designer  
by Staff [10.08.20]
The position is paid, remote full-time work in a highly collaborative (though virtual!) environment.
Design, Recruitment

Don't Miss: The Door Problem of Combat Design 12
by Gamasutra Community [10.08.20]
An examination of classic level design and techniques for inviting the player into arenas instead of fighting from the doors.
Design

An in-depth analysis of IAP pack design in free-to-play mobile games 4
by Javier Barnes [10.08.20]
Currency packs are the core of the monetization of any F2P mobile game. We share some of the key concepts, techniques and ferengi tricks involved with their creation and balancing.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Video: Best practices for accessible in-game communication  
by Staff [10.07.20]
EA Sports accessibility lead Karen Stevens uses concrete examples from games like Madden NFL and Apex Legends to demonstrate some accessibility best practices in this important area of in-game communication.
Console/PC, Audio, Design, Production, Video, Vault

Don't Miss: Double Fine's in-depth postmortem of Costume Quest 2 2
by Staff [10.07.20]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production

Blog: Should game devs become YouTubers to get (more) successful?  
by Simon Carless [10.07.20]
Instead of pitching all those photogenic, influential YouTubers - why don’t you just become a slick, photogenic YouTuber? Some thoughts for game discoveryland, including the above!
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

PlayStation 5 teardown offers an up-close look at the next-gen console 3
by Chris Kerr [10.07.20]
Sony has uploaded a PlayStation 5 teardown video to showcase the shiny innards of its next-gen console.
Console/PC, Design, Business/Marketing, Video

The player-focused design and development of battle royale breakout Spellbreak  
by Bryant Francis [10.07.20]
Proletariat CEO Seth Sivak discusses the decisions that are helping Spellbreak thrive in a competitive market.
Console/PC, Design, Production, Business/Marketing

Blog: Estimating platform revenues - a discovery conundrum!  
by Simon Carless [10.06.20]
How do developers and publishers try to predict their revenue per platform? A look at The Gardens Between's results, and some hints as to possibilities - plus lots more game discovery news.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Notes from the Q&A sessions with Steam  
by Gamasutra Community [10.06.20]
I recently attended the Steam Q&A hosted by GamePlay Space, and I took a bunch of notes for myself. A few friends asked about the event, so I figured I'd just upload my notes somewhere I can share.
Console/PC, Design

The strange flexibility of boundaries in strategy games 1
by Gamasutra Community [10.06.20]
Tightly defined game experiences can produce larger sets of options for players than less tightly defined ones. Here's how.
Console/PC, Design

Video: The data-driven game design of Rainbow Six Siege  
by Staff [10.05.20]
Ubisoft's Leroy Athanassoff and Geoffroy Mouret walk through how the Rainbow Six Siege team uses data analysis and community feedback to shape the design of the popular team-based shooter.
Console/PC, Social/Online, Design, Video, Vault

RNG and player agency: Solving random number generation abuse in roguelikes 10
by Alex Pine [10.05.20]
Roguelikes have a strange relationship with RNG that may lead to frustration or RNG abuse. This article examines the various ways and methods you can design RNG in roguelikes to provide the best player experience and reduce RNG abuse.
Indie, Design