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August 15, 2020
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Posted by Sande Chen on 08/14/20 10:55:00 am in Business/Marketing, Design, Production, Indie
In this article, game designer Sande Chen reports on Sam Barlow's presentation at PLAY NYC, in which he describes how the digital world is transforming the art of storytelling.

A key part of discoverability is making sure you’re getting the right buzz. And the right publishers can really help with that. Lots of info on this - and more - within!

Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.

Posted by Louise Shorthouse on 08/13/20 10:21:00 am in Business/Marketing, Smartphone/Tablet
After the free trial of Stadia Pro was introduced, daily downloads of the app increased by 1700%. This illustrates the importance of lowering the entry barrier for new services.

Posted by Josh Bycer on 08/12/20 10:40:00 am in Design, Console/PC
Doom Eternal's design makes it stand out from other FPS, and today, we're going to talk about how action games and Dark Souls made it into its design.

Posted by Johan Hoberg on 08/11/20 10:55:00 am in Programming, Production, Console/PC, Smartphone/Tablet
When hiring game testers, we should look beyond specific tasks, such as finding bugs, and hire for a competence and skillset, which we then allow to create value in the best possible way.





Posted by The Chinese Room on 08/14/20 10:58:00 am in Console/PC, Indie
To mark the fifth anniversary of Everybody's Gone To The Rapture the developers of the game The Chinese Room are re-releasing some of the archived blog posts that coincided with the release of this award-winning title.

Posted by Kai Evenson on 08/14/20 10:57:00 am in Indie, VR
Release update and rationale behind Frogworld, the first release from NatureSims. Available only in VR.

Posted by Tom Hermans on 08/14/20 10:57:00 am in Design, Indie
I talk about my accessibility-first design approach and how I applied it to a (potentially inaccessible) game idea about optical illusions, by thinking about simplicity, progression, difficulty and more.

Game Dev Digest Issue #57 - Cutscenes, Grids, VFX and more. The latest from the free weekly Unity3d/gamedev newsletter.

Posted by James Deighan on 08/14/20 10:54:00 am in
If there’s something we all can agree on, it’s a love of food and video games. After all the hard work to finish Bite the Bullet we scraped the internet to find some figureheads in hopes they’d teach us how to cook satiate the voracious minds the ga

Posted by Suerace Pant on 08/14/20 10:53:00 am in Business/Marketing, Smartphone/Tablet
The potential solutions for low CPM audience-- Custom Ads, Paid App, and Inapp currency.