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August 13, 2020
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Updates » Design
Integrating 'the nobility of work' into Hardspace: Shipbreaker  
by Bryant Francis [07.07.20]
To its developers, Hardspace: Shipbreaker is more than a sci-fi shipcutting sim, it's a chance to explore the value of work while tearing spaceships apart with your bare hands.
Console/PC, Design

Don't Miss: The Team Fortress 2 guide to keeping your game alive 3
by Staff [07.06.20]
Even 8 years after publication, and now 13 after the game's release, game developers can learn a lot from listening to these tips on sustaining online games from Valve's Robin Walker.
Console/PC, Social/Online, Design

Video: Tips and tools for finding inspiration when you're stuck  
by Staff [07.06.20]
In this 2018 GDC session ustwo games' Lauren Cason shares methods and word games that you can use to kickstart inspiration and get ideas flowing when you find yourself stuck in your own projects.
Console/PC, Indie, Design, Video, Vault

Get a lesson in procedural destruction from the Control devs at GDC Summer  
by Staff [07.06.20]
Next month GDC Summer attendees will have the opportunity to get a behind-the-scenes look at how Remedy achieved the procedurally destructible environments of Control's Oldest House.
Console/PC, Design, GDC

Game Discoverabilityland: The Season Of Discovery  
by Gamasutra Staff [07.03.20]
The newest roundup on game discovery includes news on Xbox Summer Games Fest, PlayStation Indies, Apple Arcade/iOS news, and lots more.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Blog: The subtle manipulation of mobile games 12
by Gamasutra Community [07.03.20]
Freemium and mobile games make use of a lot of unfortunately shady practices to get people to pay and play, and I want to talk about some of the less overt examples in today's post.
Smartphone/Tablet, Design

Opinion: Backlash to criticism harms The Last of Us Part II 14
by Bryant Francis [07.02.20]
Backlash to criticism of The Last of Us: Part II only adds to toxicity around discussing the game, says contributing editor Bryant Francis.
Console/PC, Design

Video: Balancing accessibility with depth to make vehicles feel great  
by Staff [07.02.20]
In this 2018 GDC talk Criterion Games' Matthew Harris explore good principles for video game vehicle design that can apply to everything from racecars and X-Wings.
Console/PC, Design, Video, Vault

Blog: Four tips for amazing audio design 1
by Gamasutra Community [07.02.20]
Good sound design can transform a game but often gets overlooked. Luckily, it's easier today to create great sound and audio without a technical background.
Audio, Design

Don't Miss: Incorporating level design in melee combat systems 4
by Staff [07.01.20]
In this article I will explore what has the most impact on melee combat and how the contribution of level design to the engagement of the combat system can be increased.
Design

Prioritizing accessibility early on was vital for The Last of Us Part 2's robust features  
by Alissa McAloon [06.30.20]
In an interview with Can I Play That, Naughty Dog discusses how work done early in the development process laid the foundation for The Last of Us Part 2's in-depth accessibility options.
Console/PC, Design, Production

Don't Miss: Designing CrossCode to stand out in the retro RPG market 1
by Bryant Francis [06.30.20]
CrossCode's lead developer and composer talk to us about making and selling a retro-flavored RPG in the crowded markets of 2018.
Console/PC, Indie, Design

Video: An architectural approach to video game level design  
by Staff [06.30.20]
In this 2018 GDC session, Christopher Totten shows developers a process for creating their own critical approaches to the art of level design, and sharing those approaches with the world.
Console/PC, Indie, Design, Video, Vault

Get hands-on guidance from game dev experts in GDC Summer's new Skill-Building Series  
by Staff [06.30.20]
When GDC Summer debuts in August there will be a new series of interactive sessions which promise to guide attendees through the practical steps of key game dev projects.
Console/PC, Indie, Art, Design, Business/Marketing, GDC

Don't Miss: Blizzard's postmortem of Diablo II 5
by Gamasutra Community [06.29.20]
20 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
Console/PC, Programming, Design

Video Game Deep Cuts: SpongeBob's Death Come True  
by Gamasutra Staff [06.26.20]
Death Come True, Hylics 2, and the SpongeBob game remake are just a few of the things featured in this week's new Video Game Deep Cuts link round-up.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The evolution of CD Projekt's quest design for Cyberpunk: 2077 3
by Bryant Francis [06.26.20]
The quest director of Cyberpunk 2077 discusses how his team has adapted to making content for a nonlinear RPG in this 2019 E3 interview.
Console/PC, Design

Get inspired at GDC Summer's Experimental Gameplay Workshop  
by Staff [06.26.20]
Come and be inspired by innovative game designs from around the world when a perennial GDC favorite, the Experimental Gameplay Workshop, takes place this August during the all-digital GDC Summer!
Console/PC, Indie, Design, GDC

What are Steam Points? What were Summer Festival's lessons?  
by Gamasutra Staff [06.26.20]
What the heck is this new Steam Points system? How did devs fare in the Steam Summer Games Festival with their pre-release demos? All this info, and more, within.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Using RGB highlights to enhance the player experience  
by Gamasutra Community [06.26.20]
In this article we discuss our experiences with enabling custom RGB highlights in our games, X-Morph: Defense and The Riftbreaker.
Design, Business/Marketing