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August 17, 2019
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Posted by Victoria Tran on 08/16/19 10:37:00 am in Business/Marketing
How to better set up your (game) communities for kinder user experiences.

Posted by William Volk on 08/16/19 10:27:00 am in Business/Marketing, Indie
Getting back into Indie-Games after decades with The Climate Trail

Posted by Niklas Gray on 08/15/19 10:14:00 am in Programming
Shows how we can add an index to bulk data to accelerate queries.

Posted by Simon Carless on 08/14/19 02:02:00 pm in Business/Marketing, Design, Console/PC
In the interests of focusing on one particular part of game discoverability, I’d like to concentrate this piece on one particular hidden gem of a statistic - Steam’s follower count.

Posted by Max Pears on 08/14/19 10:17:00 am in Design, Serious, Indie
I break down what I have learned in my career to what helps to make a strong combat space, how to create combat spaces that feel engaging and challenging. Sharing my knowledge with step by steps to aid fellow level designers.

Posted by Winifred Phillips on 08/13/19 10:37:00 am in Audio, Production, Console/PC, VR
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 2: Game Music and Psychological Attachment. Included are practical examples and video demonstrations.





The Recent announcement of the closure of Defiant Development frames today's post talking about one of the hardest aspects of being in the game industry -- figuring out how to stay afloat in the industry.

Posted by Dan Fabulich on 08/16/19 10:33:00 am in Business/Marketing, Production, Smartphone/Tablet
In conversation with Google Play Store developer support today, they confirmed to me that all new Android apps now require at least three days for approval.

Posted by Nic Rutherford on 08/16/19 10:33:00 am in Business/Marketing, Social/Online
I'm running my first Kickstarter, and the first 24 hours was a whirlwind of activity. I thought it might be useful to other to share my experiences.

Posted by Josh Bycer on 08/16/19 10:25:00 am in Design, Console/PC, Indie
After finally playing Prey Mooncrash, I wanted to share my thoughts on how it became the first AAA roguelike we've seen; for better and worse.

Posted by Pippin Barr on 08/15/19 10:12:00 am in Design, Indie
Reflections on translating the continuing series of Ancient Greek Punishment games into the Bitsy game engine, with a particular focus on the challenges of using a highly accessible and limited tool to express the core ideas present in the myths.

Posted by Oleg Nesterenko on 08/14/19 11:21:00 am in Design, Art, Console/PC, Indie
In narrative-driven games, how much of the story informs the gameplay? How much of your writing translates into mechanics and interfaces? The makers of Pathologic 2 reinvent questlogs and codexes so that all aspects of your game are relevant to the story.