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September 18, 2020
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How to better design your game communities for kindness  
by Alex Wawro [08.07.20]
At GDC Summer this week Kitfox comms director Victoria Chan offered up five rules for being a better community manager and five steps you can take to build kinder, cozier communities.
Console/PC, Indie, Business/Marketing, GDC

Leveraging physical animation to sell Force powers in Jedi: Fallen Order  
by Chris Kerr [08.07.20]
Every Star Wars fan has dreamed of being a Jedi. But what is it about becoming a monk-like guardian of peace and justice that's so damn appealing? It's force powers. The answer is always force powers.
Console/PC, Programming, Production, GDC

Blog: Five secrets of game art direction  
by Chris Kerr [08.07.20]
Getting the art of your game right is a big part of creating something successful, but it isn't easy. In this post, I reveal five lessons I've learned from managing art teams over the past decade.
Art, Design

Mobile developer Big Run Studios nets $5.25 million to expand operations  
by Chris Kerr [08.07.20]
Mobile developer-publisher Big Run Studios has netted $5.25 million in seed funding, meaning it has raised a total of $6.6 million to date.
Smartphone/Tablet, Business/Marketing

Blog: The value trap of free-to-play design 5
by Gamasutra Community [08.07.20]
Free-to-play design has attracted many gamers and developers to it for its low cost of entry. Today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Design

Final Fantasy VII Remake surpasses 5 million digital sales and shipments  
by Chris Kerr [08.07.20]
Final Fantasy VII Remake has shipped and digitally sold over five million copies worldwide, according to Square Enix.
Console/PC, Business/Marketing

Five tips for making better loot experiences in games 2
by Bryant Francis [08.06.20]
In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too.
Console/PC, Design, GDC

How Teamfight Tactics was designed to target former League of Legends players  
by Bryant Francis [08.06.20]
At GDC Summer, Teamfight Tactics design lead David Abecassis broke down how Teamfight Tactics was designed to appeal to League of Legends players who've drifted off from high-level play.
Console/PC, Design, GDC

Inside the twisting, turning development of Hardspace: Shipbreaker 1
by Alex Wawro [08.06.20]
At GDC Summer Blackbird Interactive’s Rory McGuire and Elliot Hudson reveal how the studio came up with a great original game idea and, through some hard pivots, turned it into Hardspace: Shipbreaker.
Indie, Production, GDC

A data-driven primer for publishing agreements 2
by Alissa McAloon [08.06.20]
"I've realized that developers are at a two fold informational disadvantage: First, they don’t know what key publishing terms mean and second developers don’t know what is standard and what is not standard.”
Console/PC, Indie, Business/Marketing

Zynga to acquire prolific hyper-casual game studio Rollic for $168 million  
by Alissa McAloon [08.06.20]
Zynga has entered into an agreement to acquire Rollic, the Istanbul-based hyper-casual mobile game developer behind games like Go Knots 3D and Tangle Master 3D.
Smartphone/Tablet

Using emotion to drive social play in Sky: Children of the Light  
by Chris Kerr [08.06.20]
Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light
Console/PC, Smartphone/Tablet, Design, Production, GDC

AbleGamers enlists Ryan Reynolds to highlight its mission, call for donations  
by Alissa McAloon [08.06.20]
"They’ve helped thousands and thousands of people all around the world as an international charity," explains Reynolds. "But there are still thousands of more people that are waiting to get equipment that they desperately need."
Social/Online

Using procedural destruction to unleash chaos in Control  
by Chris Kerr [08.06.20]
Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.' 
Console/PC, Production, GDC

King's Sabrina Carmona offers practical tips to get more women leaders in games  
by Alex Wawro [08.06.20]
“If you are in a leadership role and you are responsible for building teams like me, you have to play your part in this,” Carmona told GDC Summer attendees. “Because you actually have the power."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Animal Crossing: New Horizons has sold over 22 million copies  
by Chris Kerr [08.06.20]
Animal Crossing: New Horizons has sold over 22 million copies in under five months, according to the latest numbers from Nintendo.
Console/PC, Business/Marketing

Fortnite developer Epic Games secures $1.78 billion in funding 1
by Chris Kerr [08.06.20]
Epic Games has secured $1.78 billion in fresh funding that takes the company's post-money equity valuation to $17.3 billion.
Console/PC, Business/Marketing

The Nintendo Switch has crossed 60 million lifetime sales  
by Chris Kerr [08.06.20]
The Nintendo Switch has sold over 60 million units worldwide, according to the latest figures from Nintendo.
Console/PC, Business/Marketing

Switch hardware and Animal Crossing driving growth at Nintendo  
by Chris Kerr [08.06.20]
The Nintendo Switch is still driving growth at Nintendo, which has just released its financial results for the three months ended June 30, 2020.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Using Wikipedia as an interactive narrative device 2
by Gamasutra Community [08.06.20]
An examination of how using Wikipedia as a narrative medium can provide novel approaches to interactivity and non-linearity.
Design