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March 31, 2020
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Posted by Josh Bycer on 03/31/20 12:21:00 pm in Design, Console/PC, Indie
Lootbox design has often been equated to randomized progression seen in ARPGs, but today's post will dispel that myth and how random and randomized progression aren't the same for the player.

Today I'm starting a new series of short posts about neat C# features that many Unity game developers are missing on. In this post, you will learn about the improved Unity C# out Parameters feature that is available since C# 7.0.

Posted by Simon Carless on 03/27/20 05:38:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Luciano Iurino from Spanish dev The Troglobytes, who have Hyperparasite, their “relentless twin-stick shooter/roguelite set in the roaring ‘80s”, discussed the positive effects of having their game in the new Steam Game Festival.

Posted by Crystin Cox on 03/27/20 04:07:00 pm in Design, Production, Console/PC, Social/Online
Trying to nail down the sometimes slippery concept of LiveOps and define what exactly it means and how it's done.

There is a single thing that has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is and what is doing to you? Don't let overdraw ruin your game... Prepare for it.

Posted by Junxue Li on 03/24/20 10:00:00 am in Business/Marketing, Social/Online, Smartphone/Tablet
This article is a bout the Chinese Apps and how they make life and work in China easy.

Posted by Chui Chui Tan on 03/31/20 12:44:00 pm in
This article introduces the Three Levels of Culturalisation model to demonstrate why knowing your global players and their context is critical to the success of games studios.

Posted by Iuliana U on 03/31/20 12:20:00 pm in Indie, Social/Online
You probably met a few of these yourself. Celebrating April's Fools with this list of 15 types of game developers/coworkers we all know.

Posted by Caleb Compton on 03/30/20 10:54:00 am in Design, Art, Console/PC
The third part in the ongoing "Evolution of Pokemon Design" series, this one looking at Generation 3. It examines design themes, trends and motifs among these Pokemon to see how they have changed from previous generations.

Posted by Egil"Vumsy" Johansen on 03/30/20 10:38:00 am in Design, Production, Art, Serious, Indie
A model for designers and writers in developing stories for games. And how to differentiate traditional storytelling compared to games.

Posted by Stephen Trinh on 03/30/20 10:37:00 am in Design, Console/PC, Indie
Dark Souls, FFIX, and Self-Determination Theory walk into a bar.

Some ideas for A/B testing in games, about deteriorating tests, A/A and A/A/B tests in games.