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July 15, 2020
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The second installment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference. Session was entitled "From Assassin's Creed to The Dark Eye: The Importance of Themes."

Posted by Simon Carless on 07/13/20 05:40:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
So, paid DLC - new levels, modes, etc - specifically those made for PC games on Steam. It's way better for devs than you think, and here's why!

Posted by Andrew Smith on 07/13/20 10:49:00 am in Business/Marketing, Indie
A look back at the past month for Spilt Milk Studios, including developing & launching a game, inside another game, on Stadia.

Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?

How can you profit from using C# 7.0 local functions in your game? Let's find out

Posted by George Jijiashvili on 07/09/20 10:45:00 am in Business/Marketing, Console/PC
Subscriptions will not dominate video games in the same way as OTT video or music over the next five years, but subscriptions will nevertheless play an important role in user retention and engagement





Posted by Ian Hamilton on 07/14/20 11:22:00 am in
The Last Of Us 2 is a landmark moment for game accessibility, resulting in an outpouring of emotion from all across the community. I've pulled together a few examples.

Posted by Daniel Camilo on 07/14/20 11:21:00 am in Business/Marketing, Console/PC
Looking at the recent Ubisoft Forward event, we can see major fading gaming trends of this generation highlighted: open-world, games-as-a-service, and battle royale.

In contrast to many other economic sectors that are drastically affected by the pandemic, the video game industry has generally been more resilient to the pandemic.

Having a good set of tools for your remote team to communicate and stay organized with is more important than ever. My team has worked together remotely for over 2 year now - these are the free tools we use and have had success with.

Posted by Alex Driml on 07/13/20 11:11:00 am in Design
Games stories are getting increasingly intricate, and are often a core selling point of a game. Yet games don't usually provide players with tools needed to follow a story. What problems get in the way of narrative accessibility and how do we solve them?