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December 1, 2020
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Posted by Ryan Sumo on 11/30/20 01:00:00 pm in Business/Marketing, Production, Indie
Good communication is important in all game development studios, even the smallest ones. Here I explain some of the issues I've had in our team and how we (sort of) solved them.

Posted by George Jijiashvili on 11/30/20 12:56:00 pm in Business/Marketing, VR
New research from Omdia shows that the consumer virtual reality (VR) market will be worth $10bn by 2025. In 2020, 3.3m standalone headsets will be sold, outselling combined smartphone and tethered VR headsets for the first time.

Posted by Piotr Bomak on 11/30/20 12:55:00 pm in Design, Programming, Art, Console/PC, Serious, Indie
Implementing raytraced shadows in a game with an isometric point of view required us to find solutions to a lot of very specific problems. This article describes the process we went through and what we gained from implementing raytracing.

Posted by Simon Carless on 11/29/20 11:09:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
When you’re understanding the potential success of your game before release - what’s the one Steam stat that more people should be paying attention to, but aren’t?

Posted by Natalie Mikkelson on 11/26/20 07:18:00 am in Design
A checklist for building stronger characters, including tips and ideas on how to strengthen the player-protagonist connection in non-linear and less narrative-driven games

Posted by Simon Carless on 11/25/20 11:50:00 am in Business/Marketing, Design, Production, Console/PC, Indie
What happens when you organize a themed sale on Steam, and what are the ramifications for increased profile of your games as a result? Real-world data within...





Posted by Hernan Smicht on 11/30/20 01:11:00 pm in Design, Production, Indie
Elements we constructed for destroying and defending enemy bases by shooting from a car.

Posted by Andrej Kovacevic on 11/30/20 01:03:00 pm in Business/Marketing, Production, Console/PC, Indie
Partnering with a publisher may seem as playing it on easy mode, but it's a double edged sword and indie devs should be cautious and review all of their options first and foremost.

Posted by Laura del Pino from Rising Pixel on 11/30/20 12:58:00 pm in Design, Programming
All video games should be played by everyone regardless of their physical circumstances. We would like all video games to be accessible to everyone, so we've written this article with a number of tips to make games more accessible.

Posted by Cory Tischbein on 11/30/20 12:58:00 pm in Console/PC, Serious, Social/Online
Despite its moving narrative, modern graphics, and convenient quality of life features, I ditched Final Fantasy 14 for its 16-year-old, clunky, and borderline ugly cousin, World of Warcraft Classic. Here's why.

Posted by Rafael Branco on 11/30/20 12:58:00 pm in Design, Serious
When and how games evolved to have clear-cut objectives? How this affects creativity of sensation-driven games? This post explores how feelings can be a driven force in games, not only mechanics and objectives.

Game Dev Digest Issue #72 - Patterns, Multiplayer, Animations and more. The latest from the free weekly Unity3d/gamedev newsletter.