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May 19, 2019
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This week's roundup includes new articles on AR game Minecraft Earth & intriguing new action adventure A Plague Tale: Innocence, as well as pieces on Rage 2, strategy guides, the intrigue behind Ingress & more.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Henry Fong on 05/14/19 10:22:00 am in Design, Art, Console/PC, Indie, Smartphone/Tablet
Game developers used to be able to skirt Chinese bans on blood in video games in a simple manner, make blood any color but red, and you were good to go. New rules have banned this workaround. Read to learn how to adapt.

This week's roundup includes a look at the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, God Of War's creation, Sable, Vader Immortal and a whole host of others.

Posted by Luis Bermudez on 05/08/19 10:29:00 am in Programming
How do you create a fighting game in Unity with realistic physics? This article shows you the basics of creating a physics based fighting game in Unity. It leverages simple Spring PD controllers and Inverse Kinematics.

Posted by Stanislav Costiuc on 05/08/19 10:27:00 am in Design, Console/PC
When we talk about responsive controls in games, we talk about the time between a button press and the action being completed. And yet Bloodborne is still a responsive game even with actions completion being technically delayed. Let's talk about why.





Posted by Pippin Barr on 05/17/19 10:17:00 am in Design, Serious, Indie
A short essay looking at the design of the game Let's Play: Ancient Greek Punishment: Teaches Typing.

Posted by gorka merindano on 05/16/19 10:15:00 am in Design
A quick analysis on equippable items like weapons, armor and trinkets on RPGs.

Posted by Ahmed Khalifa on 05/16/19 10:13:00 am in Design, Indie
This is a postmortem for our game "ELIMINATION" talking about the design of the game and the level generator. It also supported by an analysis of the collected player data to validate our design.

Posted by Kartik Kini on 05/15/19 10:42:00 am in Production, Serious, Indie
Kartik shares 7 days of his (very personal) journal leading up to the release of his game TwinCop. Releasing a self-published indie game is a challenging endeavor, see how one indie dev deals with the stress and anxiety.

Quick guide to some of the programming that goes into creating a rhythm game. The article uses Unity to build a game, but the principles could be applied to most engines.

Posted by Ian Sundstrom on 05/15/19 10:35:00 am in Business/Marketing, Production
Outlines two approaches to picking a target platform: one which begins with your game's design and works upwards and another that starts at the platform's player culture and works downwards.