Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 26, 2019
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Expert RSS


Posted by Ben Weber on 04/26/19 12:47:00 am in Programming, Smartphone/Tablet
Automating predictive modeling across dozens of Zynga games with PySpark.

Posted by Nathan Cheever on 04/25/19 09:32:00 am in Design, Console/PC
In Part 2 the variety of Game Event types are discussed, including what's unique, repeatible, and conditional. Supporting ideas like when they appear and what motiviation does it scratch are factored in.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Pascal Luban on 04/22/19 09:42:00 am in Design
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.

This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.

Posted by Niklas Gray on 04/18/19 10:29:00 am in Programming
A comparison of the main ways to reference objects: names and GUIDs.





Posted by Josh Bycer on 04/25/19 09:34:00 am in Business/Marketing, Design, Production, Console/PC, Indie
The recent expose of Bioware framed this piece I wrote about why the core gameplay loop of your title can make or break its development

Posted by Josh Bycer on 04/25/19 09:28:00 am in Design, Console/PC, Indie
I did a complete design dive into Sekiro Shadows Die Twice and upon finishing the game, I wanted to share my thoughts on the design.

You can't have fun without inaccessibility. It's an iron law of play. That has implications for game design and accessibility advocacy, and it's the subject of this post.

Posted by Chad Cable on 04/24/19 10:35:00 am in Design, Programming, Console/PC
An in depth look at what makes the character controller tick in HAL Laboratory's BOXBOY! This was done by "Covering" the game - a terrific game development exercise for finding hidden design, honing you craft, and expanding your toolset.

Posted by Thasorn Chalongvorachai on 04/23/19 10:40:00 am in Design
A new coming multiplayer game which just released but can push itself to top 3 most-played multiplayer games, Apex legends. Today we are going to analyze how Apex Legends become one of the most skyrocket games in a short time.

Posted by James Derek on 04/23/19 10:32:00 am in Design, Programming, Console/PC, Indie
Knowing what career in life to follow is not easy for some. I found out a little later in life where I needed to be, how games shaped my early years and how game development is now calling me back.