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July 20, 2019
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Posted by Sande Chen on 06/07/19 10:27:00 am in Design, Serious, Indie, Smartphone/Tablet
In this article, game writer Sande Chen opines about forced failure as story moments and how players are more likely to forgive forced failure when engaged in story-driven games.

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 Burak Tezateser on 06/04/19 10:39:00 am in Business/Marketing, Console/PC
This is a collection of guidelines for building a marketing plan of upcoming Steam Games. I am not an expert on this area but I gathered some resources to guide myself and others about the topic.

Posted by Pascal Luban on 06/04/19 10:36:00 am in Design
While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players should not compete but must cooperate to win.

In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production aspect.

Posted by Tommy Thompson on 06/04/19 10:23:00 am in Programming, Console/PC
In this first of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game and the work required to maintain the experience for players across the Sea of Thieves.

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 Clinton Keith on 06/03/19 10:21:00 am in Business/Marketing, Production
As I've passed a decade as an independent agile coach and trainer, I reflect on what got me here, where we're at and what the future holds.

This week's roundup includes a look at the intriguing triple-I (sorry!) titles Outer Wilds & Void Bastards, as well as the role of the city in games, bringing back Bubsy, insane auto-playing Mario Maker levels & more.

Posted by Stanislav Costiuc on 05/31/19 10:07:00 am in Design, Console/PC
A look at different facets of Horizon: Zero Dawn and what Guerrilla has done to create a wholesome, engaging experience.