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January 22, 2021
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Updates » Design
Blog: How to measure fun for game designers 1
by Gamasutra Community [08.21.20]
In this blog post I shortly introduce my approach to measuring fun and how different measurements help me make better design decisions.

Q&A: Making an outer space roadtrip with Night School's Next Stop Nowhere  
by Bryant Francis [08.21.20]
The lead developers behind Next Stop Nowhere take a moment to discuss what they've learned making a narrative game for Apple Arcade.
Console/PC, Design

Get a job: Join Hidden Path as a Senior Level Designer  
by Staff [08.20.20]
As a senior level designer at Hidden Path, you will interface with numerous strike teams across all disciplines, creating levels from concept to completion.
Design, Recruitment

Game Discoverabilityland: Tim Epic vs. Tim Apple (also non-Tim news!) 1
by Simon Carless [08.20.20]
Tim tim tim? Tim tim tim tim. Tim tim tim tim tim tim. Tim tim, tim tim tim tim tim tim. Tim tim tim tim tim. Tim tim tim! Tim tim tim tim tim, tim tim tim tim tim tim.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

PlayStation 5 devs explain how DualSense haptics will actually work  
by Chris Kerr [08.20.20]
A number of PlayStation 5 developers have done their best to explain how the haptic technology in the console's new DualSense controller will actually work.
Console/PC, Design

Don't Miss: Beyond the HONK - an Untitled Goose Game Q&A 1
by John Harris [08.19.20]
With House House's recent announcement of two-goose co-op action for Untitled Goose Game, we revisit this Q&A on the game's original one-goose design.
Console/PC, Indie, Design

Video: Republic Commando speedrun with dev commentary from Harley Baldwin  
by Staff [08.19.20]
Speedrunner Utsu speedruns LucasArts' Republic Commando in this GDC Summer session, with dev Harley Baldwin watching live to point out interesting behind-the-scenes details about the game!
Console/PC, Design, Video, Vault

Microsoft has unveiled the new look of the Xbox Series X dashboard  
by Chris Kerr [08.19.20]
Microsoft is targeting speed and accessibility with the new Xbox Series X dashboard, helping users get into games faster.
Console/PC, Design, Video

Blog: Player segments based on gaming motivations 1
by Gamasutra Community [08.19.20]
What distinct player types appear when we conduct a player segmentation based on gamer motivation in a data set of 500,000 gamers?
Design, Business/Marketing

Video: Yooka-Laylee and the Impossible Lair speedrun with dev Chris Sutherland  
by Staff [08.18.20]
In this GDC Summer session Davesterio speedruns Playtonic's Yooka-Laylee and the Impossible Lair, with dev Chris Sutherland pointing out a slew of intriguing details about the game's design.
Console/PC, Design, Video, Vault

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [08.18.20]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.

Blog: The creative dynamics between games and players  
by Gamasutra Community [08.18.20]
A deep analysis of the creative dynamics between games and players, with implications for game design approaches, emergent narrative and more.

Postmortem: A look back at the 5-year development of Eastshade 7
by Gamasutra Community [08.18.20]
A look back at the 5-year development of Eastshade, the open-world adventure where you play as a traveling painter.
Indie, Design, Production, Business/Marketing

Don't Miss: Secret of Mana's enduring influence 24
by Staff [08.17.20]
In this classic back-and-forth, game dev Douglas Wilson and Gamasutra's Christian Nutt reflect on Secret of Mana. What made the game so enduring? And what inspirations does it offer modern developers?
Console/PC, Design, History

Blog: Designing for accessibility in Fake Illusions 1
by Gamasutra Community [08.17.20]
I talk about my accessibility-first design approach and how I applied it to a game idea about optical illusions, by thinking about simplicity, progression, difficulty and more.

Video: Matching the world to the player with procedural regeneration  
by Staff [08.14.20]
In this 2018 GDC talk game designer Heather Robertson introduces the concept of procedural regeneration -- the concept of dynamically altering the world space of a game to fit the style of play.
Indie, Design, Video, Vault

What should a game publishing agreement look like? (& more!)  
by Gamasutra Staff [08.14.20]
Lots happening again this time out. So let’s get it going with an excellent data set from the rather good (but I’m biased) GDC Summer virtual event that took place last week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Advice on studio culture, game design, and much more from GDC Summer  
by Alissa McAloon [08.14.20]
Miss GDC Summer last week? Catch up on some of the expert advice from the show in this series of Gamasutra features on everything from monetization and game design to production and studio culture cultivation.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Blog: Game composers and the importance of themes - Part 3  
by Gamasutra Community [08.14.20]
The third in a five-part series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March.
Audio, Design

Blog: Mortal Kombat's John Tobias on the creation and evolution of a franchise  
by Gamasutra Community [08.14.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Console/PC, Design, Production, Business/Marketing