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January 20, 2021
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Updates » Design
Exploring the AI of Command & Conquer 3
by Tommy Thompson [07.30.20]
The release of Command & Conquer Remastered comes with an added bonus: the release of the source code. So let's dive in and find out how enemy AI works in Tiberian Dawn and Red Alert.
Programming, Design

Video: Crafting multiplayer maps for casual and competitive play  
by Staff [07.29.20]
In this GDC 2018 talk Hi-Rez Studios' Andrew Yoder describes key differences between designing multiplayer levels for casual vs. competitive (i.e. eSports) play, referencing his own work on Paladins.
Console/PC, Social/Online, Design, Video, Vault

Watch speedrunners break games in front of the devs who made them at GDC Summer!  
by Staff [07.29.20]
Sometimes, the best way to learn about your game is to watch someone else play it in a way you never intended; at GDC Summer 3 notable games will be speedrun live, as a dev offers commentary!
Console/PC, Design, GDC

Blog: Using emergent systems to improve interactive storytelling 10
by Gamasutra Community [07.29.20]
In this post I point out narratological limitations within games and suggest possible solutions, based on my research and my experimental project Fabula Persona.
Console/PC, Design, Production

The Google Play Indie Games Festival winners have been announced  
by Chris Kerr [07.28.20]
The winners of the Google Play Indie Games Festival have been announced, spotlighting some of the best and brightest indie games on the Android marketplace. 
Smartphone/Tablet, Design, Business/Marketing

Analysis: Xbox Demo Fest blasts off 1
by Simon Carless [07.27.20]
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)
VR, Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Designing great interactive narratives on mobile  
by Staff [07.27.20]
In this GDC 2018 talk writers Cass Phillipps, Marisa Bell, Jon Ingold and Rachel Weber discuss and debate how to create great narratives for players of mobile games.
Smartphone/Tablet, Design, Video, Vault

Blog: The Rapid Prototyping Game 1
by Gamasutra Community [07.24.20]
Being a game designer and teaching game design to others are two very different skills. In this article we examine The Rapid Prototyping game, a game-based learning strategy geared towards teaching game design in the classroom.
Design

Don't Miss: Inside the campaign design of Halo 5: Guardians  
by Bryant Francis [07.24.20]
Take a look back at the design pillars behind the campaign of Halo 5: Guardians.
Console/PC, Design

Video: Expanding animation & design capabilities in Battlefield 1 post-launch  
by Staff [07.24.20]
In this GDC 2018 session EA Dice's Ryan Duffin reveals how the Battlefield 1 devs built upon content and gameplay systems post-launch in ways that liberated animators and designers' creativity.
Console/PC, Social/Online, Art, Design, Video, Vault

Tell Me Why FAQ clarifies game's depiction of trans and Indigenous characters  
by Bryant Francis [07.24.20]
An FAQ about Dontnod's new narrative adventure Tell Me Why explains how the game intends to depict its transgender & Indigenous characters and clarify early-game plot points.
Console/PC, Design

Blog: An agil-ish approach to game jams 1
by Gamasutra Community [07.24.20]
This article exposes the way I use to manage game jams development cycles. The method takes from the most used project management frameworks.
Programming, Design

EA's strategy for remastering Command & Conquer 1
by Bryant Francis [07.24.20]
Learn some of the challenges Electronic Arts faced when remastering Command & Conquer.
Console/PC, Design, Production

Don't Miss: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.23.20]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Design, Production

Blog: When debug UI ruins your game design  
by Gamasutra Community [07.23.20]
Should you consider practicality, utility, or legibility of UI that's destined for the trash? Player Research director Sebastian Long attempts to find out.
Design

Don't Miss: The collision of collaboration, curation in Sunset Overdrive  
by Kris Graft [07.22.20]
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains.
Console/PC, Design

Don't Miss: How moving from 2D to 3D shaped the design of Risk of Rain 2 1
by John Harris [07.21.20]
Risk of Rain 2 developer Hopoo Games opens up about the process of taking its acclaimed 2D roguelike into 3D, and what it takes to build a great roguelike with a small team.
Console/PC, Indie, Design

A complete 'game discovery' primer: 12 links to increase your discoverability factor 1
by Simon Carless [07.21.20]
I’ve picked out around ten of the most ‘universal’ articles around how people find your game - thosethat will stand out in a few months (or maybe years!), and themed them for your pleasure.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Macro and micro narrative storytelling  
by Gamasutra Community [07.21.20]
In this post, we go through a range of topics about diversity, writing in games, and a blossoming industry in interactive movies.
Design

Deaf accessibility in video games 2
by Gamasutra Community [07.21.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production