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September 19, 2021
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Posted by Bob Whitaker on 08/12/21 10:27:00 am in Console/PC, Serious
Historians Bob Whitaker and John Harney play Old World. Topics include the game's perspective on the ancient world, Old World's layers of decisions, and comparisons to Sid Meier's Civilization and Paradox games.

Posted by Simon Carless on 08/11/21 04:03:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Do you want two essential spreadsheets for estimating Steam & console game sales? Because that's what you've got, alongside lots more game discovery news.

Posted by Josh Bycer on 08/10/21 07:39:00 am in Design, Console/PC, Indie, Social/Online
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.

Posted by Simon Carless on 08/09/21 04:43:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
We can now see official Valve data that shows that Steam Next Fest is 'good for you'. So what does that mean? And how about all those antitrust suits? This, and much, much more...

Posted by Simon Carless on 08/04/21 01:45:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
We lok at Epic court documents to analyze EGS advances, take another look at Steam 'reviews to sales' ratios, and lots more besides.

Posted by Brandon Casteel on 08/01/21 03:16:00 pm in Design
The conversation around 'soft counters' and 'hard counters' in RTS games often focuses on best case scenarios for soft counters and worst case scenarios for hard counters. This article is an attempt to address the topic in a more open and fair framing.

Posted by Josh Bycer on 07/30/21 09:20:00 am in Business/Marketing, Production, Console/PC
In 2020, you might have missed a little news about the end of the entire Game Boy and DS line from Nintendo, and for today's post, I want to talk about why this is a bigger deal than most people realized, and a blow to handheld games and preservation.

Posted by Jason Bakker on 07/29/21 10:18:00 am in Design, Programming
Exploring the design and tech behind directing Wayward Strand's character animations in Unity - including how we've set up our animator controllers to allow for continuous, complex character animation.

Posted by Simon Carless on 07/29/21 10:00:00 am in Business/Marketing, Design, Production, Console/PC, Indie
Who are the 'creators who aren’t full-time game devs' making popular games and mods for game creation platforms? We explore game discovery by talking to them.

Posted by Chris Zukowski on 07/27/21 10:49:00 am in Business/Marketing, Design
Fore every GDC I like to recap the conference not by the best talks but by the best slides so that you can get back to making your games and not watching talks.