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May 19, 2019
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Updates » Design
The source code for Infocom's classic text adventures is now on Github 1
by Chris Kerr [04.16.19]
The entire source code for a huge array of Infocom text adventures and interactive stories is now available on Github, thanks to historian and archivist Jason Scott. 
Programming, Design, Production

Blog: Some thoughts on difficulty in games 8
by Gamasutra Community [04.16.19]
Inspired by the recent conversations on game difficulty surrounding the release of Sekiro, designer Keith Burgun gives his take.
Design

The new grammar of television (and games): Lessons from an avocado
by Dan Hill [04.16.19]
Designer and academic Dan Hill takes an in-depth look at a game about an avocado, drawing fascinating insight about interactivity in both television and video games.
VR, Design, Production

Video: Creating a living open world for Assassin's Creed Odyssey  
by Staff [04.15.19]
In this talk from GDC 2019, Ubisoft's Benjamin Hall and Thierry Dansereau discuss the creation of Assassin's Creed Odyssey's ancient Greece, the largest world ever created for an Assassin's Creed team.
Design, Production, Video, Vault

Blog: A postmortem for Das Geisterschiff  
by Gamasutra Community [04.15.19]
This is the official Postmortem for Das Geisterschiff, a survival horror adventure dungeon crawler and the first game by Graverobber Foundation.
Design, Production

Blog: Motivating players for better engagement and retention  
by Gamasutra Community [04.15.19]
Whether you are developing triple-A games or mobile games, you know that you need a strong motivation system to engage and retain your users. This article will give you hints and trick to successfully build one.
Design, Business/Marketing

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Gamasutra Staff [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, the trickiness of marketing your weed tycoon game & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Get a job: Paradox Tectonic, Sucker Punch Productions, and more are hiring now!  
by Staff [04.12.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Don't Miss: Totally Accurate Battle Simulator and finding the fun in physics engines  
by Staff [04.12.19]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design

Blog: How punishment systems can hurt gameplay 11
by Gamasutra Community [04.12.19]
Games may be built on win and lose states, but we're going to talk about punishment systems and how they tend to take things too far in kicking players when they're down.
Design

Video: A classic game postmortem of Westwood Studios' Command & Conquer 2
by Staff [04.11.19]
Four of the minds behind the 1995 release Command & Conquer sat down at GDC to share an hour-long deep dive into the creation of the classic RTS game.
Console/PC, Design, Video, Vault

Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [04.11.19]
"Everything in the game helps the player define the pace," explains Reigns creator Francois Alliot. "In the game you can swipe very quickly or you can take your time, and we adapted everything around that."
Smartphone/Tablet, Design, Production

Blog: How we made twin-stick shooter Flutter Bombs  
by Chris Kerr [04.11.19]
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
Console/PC, Design

Blog: A game jam survival kit 2
by Chris Kerr [04.11.19]
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive folder I created to help jammers all over the world. This article is a complement to it. Enjoy.
Design, Production

An inside look at Wargroove's wicked design choices 1
by Bryant Francis [04.11.19]
The developers of Wargroove share some insight behind the game's game design, tooling, and technical implementation to help other strategy game developers.
Console/PC, Art, Design, Production

Watch Falcon Age's lead dev dive into the making of this bird-tastic tale  
by Bryant Francis [04.10.19]
Pick up some tricks and tips about game design and marketing your indie game in this interview with Falcon Age lead developer Chandana Ekanayake.
Design, Business/Marketing, Video

Video: Embracing change on the road to reinventing God of War  
by Staff [04.10.19]
Creative director Cory Barlog walks through the countless gut-wrenching failures and joyfully sweet successes experienced on the road to releasing God of War.
Console/PC, Design, Production, Video, Vault

Don't Miss: Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Alissa McAloon [04.10.19]
"We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should," says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

Chat with Falcon Age creative director Chandana Ekanayake at 3PM ET  
by Bryant Francis [04.10.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake is taking your questions starting at 3PM ET about the making of Falcon Age.
VR, Console/PC, Design, Video

YouTube wants to make choose-your-own-adventure shows  
by Chris Kerr [04.10.19]
It's interesting to see YouTube experiment with the gamification of more traditional media, given it's only been a few months since fellow media outfit Netflix began doing the same.
Design, Production, Business/Marketing