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August 13, 2020
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Updates » 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  
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  
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

Don't Miss: Frog Fractions 2 and the art of surprising players expecting to be surprised 4
by Staff [07.20.20]
When people familiar with your work are expecting you to make surprising, fourth wall-breaking game, how do you catch them off-guard? That was the challenge Jim Crawford faced.
Console/PC, Indie, Design

Help needed: what's the real Steam reviews/sales ratio? 2
by Simon Carless [07.20.20]
So, following a successful survey for ‘Steam wishlists to first week sales’, it’s time for a (much needed) re-evaluation of the lifetime review/sales ratio on Steam. And we need your help in giving us stats! But why the re-eval, and what’s it for?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Sponsored Content
Sponsored: How to get a job in games during a pandemic  
by CG Spectrum [07.20.20]
AI Programmer Firas Hosn and Career Specialist Maxine Schnepf discuss what's changed in the game industry and how to stand out in today's job market.
Console/PC, Programming, Design, Sponsored Article

Video: Level design for non-linear story discovery in Tacoma  
by Staff [07.17.20]
In this GDC 2017 talk Fullbright's Steve Gaynor and Nina Freeman share lessons learned during the development of their non-linear space station story exploration game Tacoma.
Indie, Design, Video, Vault

'We believe in generations:' PlayStation argues cross-gen games risk stifling innovation 8
by Alissa McAloon [07.17.20]
"In many cases, we can't take everybody with us from previous consoles into [a next-generation experience]. You need new hardware, you need new devices to experience what these developers want you to experience."
Console/PC, Design, Business/Marketing

Learn AR game design from Pokemon Go dev Niantic at GDC Summer  
by Staff [07.17.20]
GDC organizers are excited to confirm that some of of the game design experts at Pokemon Go maker Niantic will be offering a crash course in AR game design at GDC Summer next month!
Smartphone/Tablet, Design, GDC

Blog: How modern roguelikes are becoming more accessible  
by Gamasutra Community [07.17.20]
Roguelike design has come a long way over the last 20 years, and we're going to talk about a recent change that has afforded modern roguelikes to be more approachable to newcomers of the genre.
Console/PC, Design

Stadia's 'Click To Play' - the future?  
by Simon Carless [07.16.20]
Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides...
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Designing a domestic hunter-killer thriller the Hello Neighbor way  
by Alissa McAloon [07.16.20]
Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way.
Console/PC, Design

Blog: Looking at the response to accessibility in The Last of Us Part II  
by Gamasutra Community [07.16.20]
The Last Of Us Part II is a landmark moment for game accessibility, resulting in an outpouring of emotion from all across the community. I've pulled together a few examples.
Console/PC, Design

A new skull has been added to Halo 3 after 13 years  
by Chris Kerr [07.16.20]
The revamped PC version of Halo 3 features some notable technical improvements, but what's really got fans talking is the inclusion of a new skull. 
Console/PC, Design, Business/Marketing

Blog: 13 free tools to develop and manage your game remotely 1
by Gamasutra Community [07.16.20]
Having a good set of tools to help your remote team work and communicate is imperative. My team has worked together remotely for over two years now - these are the free tools we've found success with.
Design, Production, Business/Marketing