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June 13, 2021
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Updates » Design
The 2021 Independent Games Festival submissions are now open  
by Staff [12.07.20]
Submissions are now open for the 2021 IGF Awards.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A look back at the storied history of action RPG Torchlight  
by Bryant Francis [12.07.20]
Max Schaefer and Matt Uelmen, veterans of the Diablo and Diablo II, look back at the history of how Torchlight went toe to toe with Blizzard's dominant ARPG series.
Console/PC, Design

Do betas & demos right, the Monster Train way!  
by Gamasutra Staff [12.06.20]
Are you using demos solely as a marketing tool, or are you actually engaging your community, iterating, and improving the game using demos or betas, like Monster Train?
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Understanding pain points in game design  
by Gamasutra Community [12.04.20]
Pain points are often the understated killer of many games, and we're going to discuss how to spot them and some common mistakes for developers to avoid.
Console/PC, Design, Business/Marketing

Get a job: Join Gameforge as a Lead Game Designer  
by Staff [12.03.20]
The Game Design department is responsible for providing our users with the best game experience and further optimizing our games.
Design, Recruitment

Best of 2020: How a new wave of developers are using voxels to create jaw-dropping worlds 1
by Staff [12.03.20]
Developers behind Touryst, Fugl, and Skies of the Past talk about techniques, problems, and solutions related to making their stunningly beautiful voxel-based games.
Indie, Art, Design

Blog: Six mistakes that'll drain the 'Juice' out of your game 2
by Mike Salyh [12.03.20]
Players love "juicy" games. Unfortunately, we game-devs occasionally build the opposite: "dry", clunky and awkward games. Here's how to avoid 6 common mistakes that'll drain the juice out of any game.
Programming, Art, Design

Case study: making Core Defense a solo dev success 1
by Gamasutra Staff [12.03.20]
A few months ago, Mario Kaiser released Core Defense on Steam and grossed $20,186 in the first week. Good enough for a solo indie developer – and here's how he did it.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Get a job: Join InnoGames as a Game Designer  
by Staff [12.02.20]
We are looking for a Game Designer designing game features and balancing a complex in-game economy.
Design, Recruitment

Best of 2020: Behind the dizzying ride to the top for Among Us  
by Simon Carless [12.02.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Lessons from Sony Interactive Entertainment's localization process  
by Staff [12.02.20]
In this 2017 GDC session, Sony Interactive Entertainment's Nadège Josa showcases LAMS, Sony's in-house software for enabling effective localization for globally released games.
Console/PC, Design, Business/Marketing, Video

What's your first week revenue per game platform?  
by Gamasutra Staff [12.02.20]
You see relatively little discussion of multi-platform revenue - so it was great when The First Tree dev David Wehle went public with the following week 1 revenue percentages for his game.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Get a job: Join Gameloft as a Lead Game Designer  
by Staff [12.01.20]
Gameloft Australia in Brisbane is seeking a passionate Lead Game Designer to join our professional team and deliver fresh experiences for players.
Design, Recruitment

Blog: Key ingredients for compelling video game characters  
by Gamasutra Community [12.01.20]
A checklist for building stronger characters, including tips and ideas on how to strengthen the player-protagonist connection in non-linear and less narrative-driven games.
Design, Production

Best of 2020: Rebuilding a classic in Age of Empires II: Definitive Edition  
by Staff [12.01.20]
Age of Empires II: Definitive Edition developer Bert Beeckman talks about the process of updating the original game and adding new content inspired by new civilizations.
Console/PC, Art, Design

Implementing raytraced shadows in The Riftbreaker  
by Gamasutra Community [12.01.20]
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we used.
Design, Production

IGF 2021 Update: Submissions will open next week  
by Staff [11.30.20]
Submissions for the 23rd annual Independent Games Festival will begin on December 7th.
Console/PC, Design, GDC, IGF

Sega unveils never-before-seen prototype 'Venus' handheld 1
by Chris Kerr [11.30.20]
Sega has pulled back the curtain on a prototype handheld called the Venus that served as the precursor to the Genesis Nomad.
Console/PC, Design, Business/Marketing, Video

The one key Steam stat that you're not checking... 4
by Gamasutra Staff [11.29.20]
When you’re understanding the potential success of your game before release - what’s the one Steam stat that more people should be paying attention to, but aren’t?
Console/PC, Indie, Design, Production, Business/Marketing

Blog: A pre-postmortem about marketing 2
by Gamasutra Community [11.26.20]
Five hard earned lessons I learned about marketing while making Spaceslingers for $0 as a small time indie developer.
Design, Business/Marketing