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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 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.

Posted by Mike Marrone on 06/24/22 02:13:00 pm in Design, Programming, Production, Console/PC, Serious, Indie, VR
Game Dev Digest Issue #145 - Level Up. The latest from the free weekly Unity3d/gamedev newsletter.

Posted by Yongcheng Liu on 06/24/22 12:45:00 pm in Design, Production, Console/PC, Social/Online
For these "fathers" as the main character, how can they make players who have no relevant life experience to become a qualified "good father" in-game? In this article, I will try to explain this from three aspects: character image, gameplay and narrative.

Posted by Joris Dormans on 06/23/22 11:48:00 am in Design, Console/PC, Indie
Two weeks after the release of Unexplored 2 we’ve redesigned the inventory system as players found it to be too restrictive and too diminishing of the fun of finding treasure during their adventures. In this post Joris Dormans looks back at this pivot.