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
January 19, 2021
arrowPress Releases







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



Expert RSS


Currencies are the pillar of any F2P in-game economy. But what types of currencies are out there, and which ones does your game need? In this article we examine the most widely used types of currency in mobile and f2p games.

Posted by Simon Carless on 01/18/21 10:55:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
The latest GameDiscoverCo article looks at Flying Oak Games' deep-dive data on NeuroVoider & ScourgeBringer's multi-platform game performance - revenue source by revenue source!

Posted by Brandon Casteel on 01/15/21 11:16:00 am in Design
Support powers are a controversial topic in the RTS space. Their greatest strengths come hand-in-hand with their greatest weaknesses. This piece addresses the types of support power and how to improve these abilities in RTS games.

Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.

Posted by Simon Carless on 01/13/21 07:54:00 pm in Business/Marketing, Design, Console/PC, Indie
Wouldn’t it be nice to make $1 million gross on your Steam game.. in one day? Maybe many, many years after your game originally came out? That's what Rust did the other week. Twice. But how?

Composer Winifred Phillips explores strategies for new composers to land their 1st game - with tips on educational resources, developing a solid reputation, cultivating a network of contacts, & surfacing opportunities. Resources list included.





Posted by Caleb Compton on 01/19/21 11:24:00 am in Design, Console/PC
This video discusses the design of Pokemon in the generation 7 games, Pokemon Sun and Moon. We discuss the new region, the major themes of these Pokemon, and the common design trends and motifs.

Posted by David Muennich on 01/19/21 11:20:00 am in Design
In this article I'll share some insight on how the puzzles in Supraland are different from those in other puzzle games and how I approach the design process.

Posted by Pavel Averchenkov on 01/19/21 11:20:00 am in Art
Dev-log about game Almost There. It is a turn-based survival simulator. Our game will feature some elements of the roguelike and RPG genres.

Posted by Harri Jokinen on 01/19/21 11:19:00 am in Design, Programming, Production, Console/PC, Indie
A long-form dev diary entry talking about 'Enemy Remains', its upcoming early access launch and game development overall.

Posted by Deniz Cakmaz on 01/19/21 11:18:00 am in Design, Programming, Indie
Welcome everyone, we are working on a fast paced 2D roguelike. You fight robots in a futuristic arena as a samurai while hyping up the crowd. This update worked on the enemies by finalizing the boss and more

Easy difficulty is for a much wider demographic than new players, or people playing only for the narrative, but many of 2020’s top titles still define this setting as “for those new or unfamiliar with the genre”, or “if you only care about the st