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August 13, 2020
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Updates » Design
Designing the real-time stealth and combat of Desperados III 1
by John Harris [07.16.20]
Mimimi Games creative director Dominik Abé sits down with Gamasutra to share the secrets of Desperados III's real-time stealth, and explore how predictability and randomness interact in its level design.
Console/PC, Design

A 'nod' to Command and Conquer's Construction Yard 2
by Gamasutra Community [07.15.20]
Command and Conquer is built around a number of systems that I absolutely love, from its resource harvesting system to how it handles base building. And it's that I want to talk about right now: base building. In particular, the Construction Yard/MCV.
Console/PC, Design

Don't Miss: How adding 0.2 seconds to Halo 3's sniper rifle fire rate changed the game  
by Staff [07.14.20]
In this classic 2010 GDC talk, Bungie's Jaime Griesemer discusses the decision to change the reload of Halo 3's sniper rifle from .5 to .7 seconds -- and its surprising ramifications.
Console/PC, Design

Video: System design advice for mobile free-to-play games  
by Staff [07.14.20]
In this GDC 2018 session Scopely's Evan Losi presents a practical take on system design, starting with the one resource that is universal to all games: time.
Smartphone/Tablet, Design, Video, Vault

Blog: A beginner's guide to making your own games  
by Gamasutra Community [07.14.20]
This guide is made for new and aspiring indie devs who have no prior knowledge of game development, covering essential parts of game development from the idea to the finished game.
Console/PC, Indie, Design, Production

Blog: Improving narrative accessibility 2
by Gamasutra Community [07.14.20]
Games stories are getting increasingly intricate, and are often a core selling point of a game. Yet games don't usually provide players with tools needed to follow a story.
Design, Production

The surprising way that paid DLC works 3
by Simon Carless [07.14.20]
So, paid DLC - new levels, modes, etc - specifically those made for PC games on Steam. It's way better for devs than you think, and here's why!
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Inside Steam Diving Bell, a tool for 'wikipedia binging' Steam games 8
by Lars Doucet [07.13.20]
Designing a tool for browsing Steam games "Wikipedia binge" style.
Console/PC, Indie, Programming, Design, Business/Marketing

Video: The secrets to creating an indie game franchise 1
by Staff [07.13.20]
In this GDC 2018 session Christy Dena details what players find appealing about narrative game franchises, and explores the value of building your game world outside of your game.
Console/PC, Indie, Design, Business/Marketing, Video, Vault

Attend GDC Summer for a behind-the-scenes look at Hardspace: Shipbreaker's origins  
by Staff [07.13.20]
At GDC Summer next month you'll learn how Blackbird's processes brought such a unique game starship salvaging game to market, and how you can apply the team's learnings to your own work!
Console/PC, Indie, Design, GDC

Analyzing those Satisfactory sales numbers (& more!)  
by Simon Carless [07.10.20]
Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Video: A game dev's guide to organizing your levels and mechanics  
by Staff [07.10.20]
In this GDC 2018 session game dev Nathan Fouts looks at different methods to organize level designs and mechanics in a way that's effective and easy to implement in your own game development process.
Console/PC, Indie, Design, Video, Vault

Blog: Camera evolution in third-person games 2
by Gamasutra Community [07.10.20]
This is a personal research on how the use of the camera in third-person video games has evolved. This is also my first article in this site, so i hope you find it useful and enjoyable.
Design

Don't Miss: An oral ('Sporal'?) history on the development of Maxis' Spore  
by Staff [07.09.20]
Former team members look back on the triumphs and challenges in developing one of the most ambitious games of all time.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Emergent storytelling techniques in The Sims  
by Staff [07.09.20]
In this GDC 2018 session game dev Matt Brown examines the various techniques employed across all four generations of The Sims to empower player-driven and emergent storytelling.
Console/PC, Design, Video, Vault

Don't Miss: A deep dive into the 'old school' save system of Alien: Isolation 15
by Staff [07.08.20]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production

VGDC: Em Reed's 'All Time Greats' article/video picks  
by Simon Carless [07.08.20]
Writer & cultural commentator Em Reed contributes some really interesting links that straddle history, art, academia and culture adeptly.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Don't Miss: Designing Destiny 2's PvEvP Gambit mode  
by Staff [07.07.20]
Bungie's Peter Sarrett dives into how Destiny 2's Gambit mode combines PvE with a smidge of PvP, and explains why it's the story of development gone delightfully right.
Console/PC, Social/Online, Design

Blog: A Torchlight 3 early access launch weekend postmortem 2
by Gamasutra Community [07.07.20]
This Torchlight 3 postmortem takes a look back at its early access launch weekend and what it took to "kill all the zombies."
Design, Business/Marketing

Get tips and inspiration to build the next generation of mobile games at GDC Summer  
by Staff [07.07.20]
At GDC Summer next month attendees will get expert analysis of the mobile game market (including how the pandemic has shaped it) and tips on how to take advantage of it from N3twork chief Neil Young.
Smartphone/Tablet, Design, Business/Marketing, GDC