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August 5, 2020
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Updates » Design
Blog: Examining floating point combat systems 4
by Gamasutra Community [04.28.20]
An in depth examination of combat systems that have scaling, floating point value based progression. This is a continuation of my recent blog post about Integer Based Combat Systems.
Programming, Design

Developing your game's community for maximum pre-release fans 1
by Simon Carless [04.28.20]
It seems important to me that devs spend a lot of time on nurturing their game community before launch. But many can't or don't. Here's advice on how you can do a better job!
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Behind the audio of Total War: Three Kingdoms 1
by Staff [04.27.20]
Creative Assembly's audio designer and senior audio designer offer an inside look at the audio of Total War: Three Kingdoms - including how ASMR influenced the sound design.
Audio, Design

Blog: Live events - Small content with big impact  
by Gamasutra Community [04.27.20]
While the content may be bite-sized, the impact of a well-designed live events strategy is significant for engagement, community sentiment, and monetization.

Q&A: Remixing Renaissance Art in The Procession to Calvary  
by Bryant Francis [04.27.20]
Developer Joe Richardson discusses the process for making The Procession to Calvary, an animated adventure game built on the back of Renaissance paintings.
Console/PC, Design

Video Game Deep Cuts: XCOM's Cloudpunk Industries Of Titan  
by Gamasutra Staff [04.25.20]
The latest piece rounding up the week's notable writing and videos in games includes pieces on new games from Cloudpunk to Industries Of Titan, plus a bunch of neat historical writing & research.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Making your game look beautiful on the Oculus Quest  
by Staff [04.24.20]
Funomena's Allena Hail shares techniques for creating art and rendering pipelines which perform well on the Oculus Quest but still achieve a game's visual target.
VR, Design, Video

Obituary: Hellblade mental health consultant Jenny Esson  
by Bryant Francis [04.24.20]
Jenny Esson, one of the mental health professionals who contributed to the development of Hellblade: Senua's Sacrifice has passed away at age 45 from COVID-19.
Console/PC, Design

Blog: Black Mesa project lead Adam Engels on building the ambitious Half-Life mod 3
by Gamasutra Community [04.24.20]
Joined by Black Mesa project lead Adam Engels, we look back at 16 years of arguably the most ambitious modding effort ever.

Blog: The story of AI-powered interactive drama Facade  
by Gamasutra Community [04.24.20]
Facade became an internet sensation during the Lets Play boom on YouTube, but how does it work?
Console/PC, Design, Business/Marketing

Get a job: Heart Machine is hiring a Level Designer  
by Staff [04.23.20]
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

Don't Miss: How Trinket found the right recipe while designing Battle Chef Brigade  
by Staff [04.23.20]
Trinket Studios' Tom Eastman talks to Gamasutra about the ins and outs of game design and making a Match-3 cooking game work (wok?) well as the heart of Battle Chef Brigade.
Indie, Design

How deeply personal RPG The Wagadu Chronicles explores new realms of Afrofantasy  
by Stacey Henley [04.23.20]
Creator Allan Cudicio opens up about his personal journey making The Wagadu Chronicles, an upcoming online and tabletop RPG that aims to foster community while exploring new realms of Afrofantasy.
Indie, Design

Games, psychology, and UX with Celia Hodent - GDC Podcast ep. 8  
by Kris Graft [04.22.20]
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

Video: The Kine game dev postmortem 1
by Staff [04.22.20]
In this GDC 2020 virtual talk Gwen Frey discusses her journey taking her recently-released game Kine from an after-work passion project to a fully realized multi-platform puzzler.
Indie, Design, Production, Business/Marketing, Video, Vault

Blog: Prioritizing accessibility considerations  
by Gamasutra Community [04.22.20]
A common question around accessibility is where to start. This post shares a look at feature usage data (with suggested top 5) and other methods for prioritizing, particularly on small budgets.
Design, Production

The design of Peggle-like dungeon crawler Roundguard  
by Simon Carless [04.22.20]
We speak with Andrea Roberts, co-founder and designer at Wonderbelly to talk about the design of Roundguard, a "roguelite" dungeon crawler inspired by the classic PopCap game, Peggle.
Console/PC, Indie, Design, Video

Get a job: Visual Concepts is hiring a Combat Designer  
by Staff [04.21.20]
Our Agoura Hills studio is looking for a Senior Combat Designer for the next iteration of the WWE 2K franchise.
Design, Recruitment

Video: What you should know before making a cross-platform game  
by Staff [04.21.20]
In this GDC 2020 virtual talk AccelByte's Raymond Arifianto explains why making a cross-platform game is not for the faint of heart and shares 9 things you need to know before making the big jump. 
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Blog: The production data and tools I used to develop Hang Line 4
by Gamasutra Community [04.21.20]
I the third part of my Hang Line postmortem, I offer a complete project breakdown that covers budget, timeline, production data, tools and plugins used.
Design, Production