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January 25, 2020
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The latest highlights include a look at new titles including Doom Eternal, Temtem & The Touryst, as well as pieces about Destiny historians, comedy in games, the state of video games in China, & plenty more besides.

Posted by Sande Chen on 01/23/20 11:40:00 am in Design
In this article, game designer Sande Chen explains the importance of learning mathematics in the field of game design.

Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.

Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost

In episode 21, Jeremy comes to you from the January PixelFest Devs meetup at Circuit Social in downtown Norfolk and chats with Andrew Scott Hollis about his physical/board game Jeweler's Dozen, a killer LARP in Philadelphia...

Posted by Chris Zukowski on 01/22/20 10:52:00 am in Business/Marketing, Design, Production
Writing a great talk is really hard. You have to make it informative, and convincing, and yet still fun. Plus, you have to keep a lid on your anxiety. Here are some tips I used to give the highest-rated summit talk at GDC 2019.





Posted by Mike Marrone on 01/24/20 10:39:00 am in Programming, Art, Indie
Game Dev Digest. The free weekly Unity game dev newsletter. Issue #38. Geo & Vertex Shaders And Animations, Juice, Optimizing Addressables And Builds, Rendering Effects, Giveaways And Sales

Posted by Iggy Zuk on 01/24/20 10:30:00 am in Design
Depth through complexity.

Posted by Xavier Rosee on 01/24/20 10:28:00 am in Business/Marketing, Smartphone/Tablet
Every week, a rundown of the best articles around video games and how to market them. Comments & opinions are mine.

While many people will talk about aesthetically pleasing games, we're going to talk about how to present your gameplay and why this matters for long term engagement.

Posted by Patric Fallon on 01/24/20 10:27:00 am in Design, Production, Indie
After my roguelike-inspired sci-fi adventure failed its first Kickstarter in 2018, I had to regroup and figure out the game's future. By looking to its past and approaching the design with fresh eyes, I could finally see the path it was meant to follow.

Posted by Anton Semchenko on 01/24/20 10:27:00 am in Programming
A simple localization system for Unity projects