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
August 5, 2020
arrowPress Releases







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





Posted by Simon Carless on 08/03/20 02:12:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
We would love to know roughly how many copies of games are sold on Steam. That data is not public. But the number of player reviews is public. Enter.. the 'NB number'.

Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.

Posted by Sande Chen on 07/31/20 12:14:00 pm in Design, Serious
In this article, game writer Sande Chen explains how idealized fiction can send an unintended message by ignoring racial injustices.

Posted by Simon Carless on 07/30/20 01:21:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)

Posted by Josh Bycer on 07/30/20 11:06:00 am in Design, Console/PC, Indie
Playing a game as the bad guy can be a guilty pleasure and a unique experience. For today, we're going to look at this further, and why designing around being bad is harder than playing it that way.

Posted by Tommy Thompson on 07/30/20 11:04:00 am in Design, Programming, Console/PC
The release of Command and Conquer Remastered comes with an added bonus: the release of the source code. So let's dive in and find out how enemy AI works in Tiberian Dawn and Red Alert.





Posted by Nicholas Lives on 08/04/20 10:43:00 am in Design, Art, Indie
I have noticed some common art direction methods and tricks indies utilize to make their games look better on a tight budget. The first of these is Abstraction.

Posted by Jori Hamilton on 08/04/20 10:36:00 am in Business/Marketing, Design, Console/PC, Serious, VR
Realistic racing simulators. Faster reaction times. Shouldn't those that play video games, especially racing games, be better drivers? The answer goes deeper than just a simple yes or no. While there are benefits, there are also some drawbacks as well.

Posted by Daniel Camilo on 08/03/20 11:00:00 am in Business/Marketing, Serious
China Joy, the biggest gaming-related event in the world, and this year, the only major one to actually happen in its physical form. And yet, most Western gaming media insists on ignoring the event. Why?

Posted by Michael Nannings on 08/03/20 10:59:00 am in Business/Marketing, Indie
If you want to become a good game developer you need to make lots of games. Let’s first start with why you need to be productive. The more games you make the better and faster you become at making games.

Posted by Tarokh Tarhandeh on 08/03/20 10:58:00 am in Console/PC, Indie
Unique art-style, familiar elements borrowed from other popular multiplayer games but been put in a purely exciting experience are the words by which we define our latest game. Ticket to Heaven is the game that we are talking about.

Practical tips on increasing game performance in Unity - Part 2