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January 23, 2020
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Updates » Design
Video: Understanding the bottom-up design philosophy behind Crashlands  
by Staff [01.10.20]
In this 2018 GDC talk Butterscotch Shenanigans' Seth Coster breaks down the studio's bottom-up design approach & discusses the implications for project and team management on games like Crashlands.
Console/PC, Indie, Design, Video, Vault

Control and Death Stranding lead nominations for 2020 DICE Awards 1
by Chris Kerr [01.10.20]
The Academy of Interactive Arts & Sciences has announced the nominees for the 23rd Annual D.I.C.E. Awards, and both Control and Death Stranding are leading the charge.
VR, Console/PC, Smartphone/Tablet, Design, Business/Marketing

Terry Cavanagh has released the source code for VVVVVV on Github 1
by Chris Kerr [01.10.20]
The source code for acclaimed 2D puzzler platformer VVVVVV has been released by creator Terry Cavanagh to celebrate the title's 10th anniversary.
Console/PC, Programming, Design, Business/Marketing

Don't Miss: An in-depth breakdown of Dead Cells' mobile port  
by Staff [01.09.20]
Laura Saada with mobile publisher Playdigious dives deep into the harrowing process of bringing a frenetic button-centric "roguevania" to touchscreen devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: A condemnation of time 2
by Gamasutra Community [01.09.20]
A discussion of how to tell a linear story in a medium that is inherently nonlinear.
Design

Analyzing the top Steam tags  
by Simon Carless [01.09.20]
Based on Danny Weinbaum's Steam tag research, what I wanted to do was comment on the tags by revenue that stood out to me - and actually might be something you’d want to target when making games.
Console/PC, Design, Business/Marketing

Glean unique UX insights from centuries of card game design at GDC  
by Staff [01.09.20]
Come to GDC 2020 in March and catch designer Julia Keren-Detar's discusses game UX tips and best practices devised and perfected over centuries of card games, and which stand the test of time!
Console/PC, Indie, Design, GDC

Blog: A deep dive into the health mechanics of Shovel Knight: King of Cards  
by Gamasutra Community [01.09.20]
Yacht Club Games programmer David D'Angelo has put together a deep dive into King Knight's health mechanics in Shovel Knight: King of Cards.
Design

SIE boss: The 'biggest, more unique' PS5 features have yet to be revealed  
by Chris Kerr [01.09.20]
We already know a fair bit about the next-generation PlayStation 5, but according to Sony boss Jim Ryan the console's "biggest" and "more unique" features are still being kept under wraps. 
Console/PC, Design, Business/Marketing

Blog: Recreating the first level in God of War  
by Gamasutra Community [01.09.20]
What made the first mission of God of War so memorable? This article examines my journey to uncover the level design techniques and decisions used to construct the iconic introduction.
Design, Production

Creating the ever-improvising text adventures of AI Dungeon 2  
by John Harris [01.09.20]
AI Dungeon 2 created quite a stir upon its unveiling, so much that they had to quickly rework it to cut down on bandwidth costs.
Indie, Programming, Design

Video: Valve's perspective on brain-computer interfaces in games  
by Staff [01.08.20]
In this GDC 2019 talk Valve's Mike Ambinder explores the state of brain-computer interface research and offers insights on how its applications might help game devs today -- and in the future.
Console/PC, Design, Video, Vault

Breaking linear character progression with Outer Worlds' flaw system 4
by Aron Garst [01.08.20]
The Outer Worlds co-director Tim Cain tells Gamasutra about the thinking behind the game's unique "flaw" system, and how its design entices players to develop their characters in an organic, non-linear manner.
Console/PC, Design

Video: What cats can teach you about empathic game design  
by Staff [01.07.20]
In this 2019 GDC session, Mew and Me's Willem Delventhal explains how designing games for house cats helped him think about designing games for humans as well.
Console/PC, Indie, Design, Video, Vault

Blog: 3 disruptive game design trends to look out for in 2020 4
by Gamasutra Community [01.07.20]
2020 can be the year that we shake up the status quo, with new kinds of gameplay that will energise players, both old and new.
Design

Blog: Game accessibility quotes of 2019  
by Gamasutra Community [01.07.20]
A few accessibility quotes from 2019 that stood out for me. Some are inspiring, some thought provoking, some practical advice -- and some a wake-up call.
Design

On the uncharted waters of procedural narratives  
by Artur Ganszyniec [01.07.20]
Our friends spent five weeks freezing on a boat to Antarctica, and we used his experience to design a documentary, procedural narrative in Wanderlust Travel Stories.
Indie, Design

Get a job: Moon Studios is hiring a remote Senior Designer  
by Staff [01.06.20]
Moon Studios - award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps - are looking for Senior Game Designers.
Design, Recruitment

Video: Understanding the remarkable tech and design of Noita  
by Staff [01.06.20]
In this 2019 GDC session, Nolla Games' Petri Purho talks about the technical details of the remarkable physics engine which drives the design of indie sensation Noita.
Indie, Design, Video, Vault

Learn to design loads of levels the What the Golf? way at GDC 2020  
by Staff [01.06.20]
Triband's comedic physics puzzler What the Golf? is packed with levels that surprise the player in hilarious ways, and at GDC in March you'll have a chance to see how they were all designed!
Indie, Design, GDC