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April 14, 2021
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Posted by Josh Bycer on 04/07/21 10:37:00 am in Design, Console/PC, Indie
Doing research for horror games, I came to id Software's attempt at making a horror FPS, and I wanted to talk about why the veteran developer messed up when it came to horror.

Posted by Simon Carless on 04/05/21 04:33:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
We look at an interesting widening of Apple Arcade’s subscription service, Steam's new European cookie rules, and lots more.

Posted by Joost van Dongen on 04/05/21 06:35:00 am in Indie
After 14 years at Ronimo, I’m leaving the company I co-founded. I’l keep making games, but starting this months it’s on my own (and in the future maybe I’ll start a new studio). Today I’d like to share why I’m leaving, and what I’ll be doing

Posted by Simon Carless on 03/31/21 08:01:00 pm in Business/Marketing, Design, Production, Indie
We know just how many games there are out there, and how tricky it can be to get featured by notable streamers. So let's talk about 'variety' streamers and the best targets for your game.

Posted by Javier Barnes on 03/30/21 09:33:00 am in Design, Console/PC
Quick analysis & predictions about Magic Legends, the latest MMORPG by Cryptic Studios & Perfect World Entertainment based on the Magic: The Gathering universe.

Posted by Simon Carless on 03/29/21 05:35:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Stray Fawn Studio was kind enough to provide us with an annotated version of The Wandering Village’s impressive daily Steam wishlist numbers to date - let's analyze.

Posted by Josh Bycer on 03/29/21 11:55:00 am in Business/Marketing, Design, Art, Console/PC, Indie
The recent plans to close Sony's older digital stores frame today's post talking about why videogame preservation needs to be taken more seriously, and the steps I would personally like to see taken.

Posted by Pete Ellis on 03/26/21 10:48:00 am in Design, Console/PC
Part 2 in a discussion on 'subverting player expectation'; doing something different with a game's mechanics to make it engaging and keep it from becoming predictable, focusing on the creation of a unique workbench event in "The Last of Us Part II".

Posted by Simon Carless on 03/24/21 05:34:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Perhaps you want to make narrative-led games that are designed to be played once - not systemic, Games As a Service-y things? We talk about examples that have sold, and why.

Posted by Simon Carless on 03/22/21 07:42:00 pm in Business/Marketing, Design, Production, Indie
A new survey asks 11,000 Nintendo Switch players a bunch of questions, and we wanted to highlight the eShop section & talk about takeaways for devs and publishers.