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January 20, 2021
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Updates » Design
Blog: Switch & Steam discount strategies? Here's some good ones  
by Simon Carless [10.02.20]
Let's look at some interesting discount and sale strategies for console and PC games - including Switch eShop discounts and Steam sales.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Brenda Romero's hidden histories of women in programming  
by Staff [10.02.20]
In this 2020 GDC Summer talk, Romero Games' Brenda Romero digs up the fascinating history of women in computer programming.
Console/PC, Design, Video

Blog: Using statistics to design balanced dice  
by Gamasutra Community [10.02.20]
This post into the statistics behind various dice algorithms and how they can be implemented in the design of more balanced options for players.
Design

Blog: What to expect when you’re expecting (a content creator)  
by Gamasutra Community [10.01.20]
Do you want to get in touch with content creators but aren’t sure how? Here are a few pieces of advice to get you started.
Console/PC, Design

Has Xbox changed discoverability with its new store?  
by Simon Carless [10.01.20]
What's the new Xbox store for Xbox One - which will also roll out for Xbox Series - like? (This is a big one for the future of how people buy games on Xbox consoles.)
Console/PC, Indie, Design, Production, Business/Marketing

Video: How Star Renegades borrowed the Nemesis system for a turn-based RPG  
by Staff [09.30.20]
Developers Ken Soto and Peter McLaren of Massive Damage dropped by the GDC Twitch channel to discuss the making of Star Renegades.
Console/PC, Design, Video

Don't Miss: How Insomniac built Marvel's Spider-Man to do whatever a spider can 2
by Staff [09.30.20]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Video: The business of fair play  
by Staff [09.30.20]
In this 2020 GDC Summer session, Riot Games' Weszt Hart breaks down how "fair play" can be a useful measuring stick for how effective a Player Dynamics team is performing at a studio.
Console/PC, Design, Production, Video

Lessons from a year of running Remnant: From the Ashes  
by Bryant Francis [09.30.20]
One year after the launch of Remnant: From the Ashes, creative director David Adams discusses what Gunfire Games has learned getting into the world of live games.
Console/PC, Design

Blog: Which do you need - a UX designer, game designer, or both?  
by Gamasutra Community [09.29.20]
If we talk about user experience, we are at the heart of the game and that is the domain of the game designer. So who do you need: A UX designer, a game designer, or both?
Design, Production

Blog: Understanding detective game design - Puzzles vs. story 1
by Gamasutra Community [09.29.20]
Our first devlog is an extensive writeup of research and experimentation around the question of what makes a good detective game.
Design

Does your game have 'staying power'? 1
by Simon Carless [09.29.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: How Jackbox CEO Mike Bilder is grappling with quarantine-driven success 2
by Bryant Francis [09.28.20]
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 with interest in Jackbox at an all-time high.
Console/PC, Design, Production, Business/Marketing

Blog: Amazon's Luna, what's on the Steam front page, and more on discoverability  
by Simon Carless [09.28.20]
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: A Space Moguls map screen retrospective  
by Gamasutra Community [09.28.20]
A technical article describing the development of the map screen of Space Moguls for Commodore 64.
Design, Production

Get a job: Join Insomniac Games as a Story Lead  
by Staff [09.25.20]
Insomniac Games is searching for our next great leader in our Story department. The Story Lead is responsible for the role of writing game narrative at Insomniac.
Design, Production, Recruitment

Don't Miss: 'Make me think, make me move': Doom's deceptively simple design 10
by Kris Graft [09.25.20]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

How to get nearly 250k Steam wishlists, The Riftbreaker way 1
by Simon Carless [09.25.20]
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Riftbreaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?
Social/Online, Indie, Design, Production, Business/Marketing

Don't Miss: Evolving the combat design of id Software's Doom Eternal  
by Bryant Francis [09.24.20]
id Software game director Hugo Martin explains the design principles that have guided the evolution of Doom Eternal's design and combat.
Console/PC, Design

Video: How the Duolingo team balances profits and ethical design  
by Staff [09.23.20]
Duolingo's Karin Tsai explains how Duolingo balances its mission to educate and entertain players while still turning a profit without compromising the team's core ethical values.
Console/PC, Design, Video