Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 13, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Get a job: Heart Machine is hiring a Level Designer  
by Staff [04.02.20]
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

USC Games Expo swaps to virtual for 2020 student game showcase  
by Alissa McAloon [04.02.20]
The annual student game exhibition is switching over to an all-digital event for 2020 as more and more events pivot to offer social distancing-friendly shows during the coronavirus pandemic.
Design

Unity launches 'Unite Now' digital series to help devs stay in the know during pandemic  
by Chris Kerr [04.02.20]
Unity has launched a new digital programming series of talks, how-tos, demos, Q&As, and stories under the 'Unite Now' banner to help developers learn more about its tech during the COVID-19 pandemic.
Programming, Art, Design, Production, Business/Marketing

Blog: The difference between random and randomized progression 9
by Gamasutra Community [04.02.20]
Lootbox design has often been equated to randomized progression seen in ARPGs, but today's post will dispel that myth and how random and randomized progression aren't the same for the player.
Design

Blog: Historians discuss Through the Darkest of Times  
by Gamasutra Community [04.02.20]
Historians Bob Whitaker and Ned Richardson-Little discuss the historical strategy game Through the Darkest of Times.
Design, Production

Interview: Tuning promotion to make Academia a success  
by Simon Carless [04.02.20]
How Squeaky Wheel co-founder Ryan Sumo helped scale his studio's game Academic: School Simulator to $1 million in gross Steam revenue.
Console/PC, Design, Production, Business/Marketing

Don't Miss: Give players a place to feel 'cozy' and they'll keep coming back  
by Alissa McAloon [04.01.20]
"It's like eating mac-and-cheese in video game form." Slime Rancher dev Nick Popovich says that capturing that comfort-food feeling is key to bringing players back to your game time and time again.
Console/PC, Indie, Design

Video: How Gearbox baked accessibility features into Borderlands 3 1
by Staff [04.01.20]
In this GDC 2020 virtual talk, Gearbox Software's Andre Bair discusses how accessibility features were embedded into the design of Borderlands 3 at an early stage in development.
Console/PC, Serious, Design, Video, Vault

Get a job: Fire Hose Games is hiring a Progression and Monetization Designer  
by Staff [03.31.20]
Join Fire House Games in Cambridge, Massachusetts and help develop sustainable monetization strategies and engaging progression systems for a live game.
Design, Production, Recruitment

Don't Miss: The Valkyrie Profile-inspired design of Indivisible 1
by Bryant Francis [03.31.20]
Mike Zaimont and Mariel Cartwright of Lab Zero Games break down the design and production processes that brought Indivisible to life.
Console/PC, Design

Video: Using forgiveness mechanics to design better games  
by Staff [03.31.20]
In this 2020 GDC virtual talk Butterscotch Shenanigans' Seth Coster examines forgiveness mechanics, game systems that allow the player to be 'off' in their inputs but still get desirable results.
Console/PC, Indie, Design, Video, Vault

Blog: Differentiating narratives using the selfish story model  
by Gamasutra Community [03.31.20]
A model for designers and writers in developing stories for games that explains how to differentiate traditional storytelling compared to games.
Design

Showcasing on Steam's Game Festival: the real numbers!  
by Simon Carless [03.31.20]
Luciano Iurino from Spanish dev The Troglobytes, who have Hyperparasite, their relentless twin-stick shooter/roguelite set in the roaring '80s, discussed the positive effects of having their game in the new Steam Game Festival.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Understanding the improved out parameters in Unity C# 4
by Gamasutra Community [03.31.20]
In this post, you will learn about the improved Unity C# out Parameters feature that is available since C# 7.0.
Programming, Design

Video: Storytelling with verbs to better integrate narrative and gameplay  
by Staff [03.30.20]
In this GDC 2020 virtual talk Capy's Kaitlin Tremblay discusses the inherent fiction behind our most common gameplay verbs, such as shooting, talking, deciphering puzzles, hacking, and the like.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Players host weddings, classes, more in online games during COVID-19 crisis  
by Bryant Francis [03.27.20]
As lockdown after lockdown delays or cancels real-life events, players are beginning to host them into online games.
Console/PC, Design

Don't Miss: How Mario Kart influenced Nintendo's fighting game, ARMS  
by Simon Parkin [03.26.20]
While there may appear to be few surface-level similarities between the games, lessons learned from Nintendo's long-running racing game series informed many aspects of its new fighting game IP.
Console/PC, Design

Deep Dive: Making a cozy, therapeutic experience in Coffee Talk 2
by Coffee Talk Team [03.26.20]
The developers behind Coffee Talk go deep on explaining the cozy, welcoming ambience of their "heart-to-heart talking simulator."
Console/PC, Indie, Art, Design, Deep Dive

Develop: Brighton moved to November due to COVID-19 pandemic  
by Chris Kerr [03.26.20]
UK game dev conference Develop: Brighton has been postponed until November 2020 due to the coronavirus pandemic.
Programming, Design, Production, Business/Marketing

Don't Miss: Designing Grindstone's super satisfying board-clearing gameplay 1
by Staff [03.25.20]
Dan Vader, lead writer and designer on the brilliant Grindstone from Capy Games, explains the iterative process that brought about one of the most satisfying puzzle games in recent memory.
Smartphone/Tablet, Design