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
June 17, 2019
arrowPress Releases








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





Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.

On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress. This article includes the video of the complete presentation given by Phillips at the Library of Congress in Washington DC.

This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.

Posted by Junxue Li on 06/14/19 10:21:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a

Posted by Herman Tulleken on 06/12/19 09:42:00 pm in Business/Marketing, Design, Serious
Highlights from the history of advergames.





The games industry is notorious for overloading arbitrary terms in game development, making it very confusing to communicate with others. This post will show you how defining terms in the context of your game can facilitate communication among designers.

Posted by Thomas van den Akker on 06/17/19 10:45:00 am in Design, Serious
Entertainment does not matter in educational serious games. This effect was observed in a year-long project. Within this project, people played games that varied in entertainment, but all covered the same theme.

Posted by Ross Przybylski on 06/17/19 10:36:00 am in Business/Marketing, Design, Indie
Here's an in-depth look at our budget, detailed session data, and our unexpected discovery of how originality and choice influence player perception that we learned showcasing Summoners Fate at Dreamhack Dallas 2019.

Posted by James Briggs on 06/17/19 10:35:00 am in Design, Serious
Moving towards a more emotion-led design style in game design means that all types of emotion must be considered and all types of emotion can be used in an effective way that can make unique experiences. Let's start with boringness.

Posted by Ben Neuteboom on 06/17/19 10:33:00 am in Design, Smartphone/Tablet
Two common ways to interact with Augmented Reality are using the touch screen, and by moving the phone itself. The results from a user study highlight some of their strengths and weaknesses.

Posted by Seth Coster on 06/14/19 10:33:00 am in Design, Console/PC, Indie, Social/Online
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.