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June 28, 2022
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Posted by Josh Bycer on 06/24/22 12:36:00 pm in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
The late-game of any live service title is the make it or break it point for the continued success and development, and I wanted to talk about the options designers have in terms of continued content support.

Posted by Keith Burgun on 06/20/22 11:45:00 am in Design, Indie
I've had a pretty specific vision for a kind of 1P digital strategy game since about 2010. I've realized now that this was probably a mistake.

This article explores how instrumental performances, rhythmic density, and frequency range provide components for use within a modular music system for the music of Lineage M: The Elmor (composed by video game composer Winifred Phillips).

Posted by Kevin Hassall on 06/10/22 01:32:00 pm in Design, Indie
We often design "historical" games as games first, and historical second. But would game designs be more engaging for players if we start with the specifics of history?

Posted by George Jijiashvili on 06/10/22 12:32:00 pm in Business/Marketing, Console/PC
Ahead of its ‘Xbox & Bethesda Games Showcase’ this Sunday, Microsoft made bunch of announcements, including bringing the Xbox app to Samsung TVs. Omdia's games analyst George Jijiashvili examines the key updates.

Posted by Robert Green on 06/02/22 11:27:00 am in Design, Serious
There's more to be lost than a few crypto-bro's money when a play-to-earn game passes its peak.

Posted by Tyler T King on 06/27/22 10:31:00 am in Design, Serious
Games made for educational purposes or to support an idea (serious games), can be seen as boring in many cases compared to many AAA titles. There are many differences between the two, but there are players that can find enjoyment into serious games.

Posted by Matthew Gianfrancesco on 06/27/22 10:28:00 am in Design, Art, Indie
The fifteenth weekly devlog of Deterrence. This week I go over how I made buildings show indications of damage and destructible using Unity, Blender, and free image editing tools.

Posted by Emma Anderson on 06/27/22 10:08:00 am in Production
It’s easy to make friends at work as game developers because we all have one thing in common from the start– we love video games! However, making friends at work comes with a dark side.

Posted by Yongcheng Liu on 06/24/22 02:53:00 pm in Design, Console/PC, Social/Online, Smartphone/Tablet
This article tries to analyze different maps that are suitable for different types of games, including mini-maps.

Posted by Adrian Gimate-Welsh on 06/24/22 02:45:00 pm
We can’t deny the simple fact that many videogames are created by artistic minded people, with artistic drives, and a desire to offer aesthetic works for contemplation rather than competition.

Any QA testing team needs not only to take the front camera notch into consideration when testing, but it also needs a wide range of cell phone models because slight changes between them make a whole lot of difference for any, if not all, mobile games.