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June 24, 2019
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This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut & classic interviews/retrospectives around Tetris & Sam and Max.

Posted by Bob Whitaker on 06/21/19 10:21:00 am in Console/PC, Serious
Bob Whitaker talks with archaeologist Andrew Reinhard about Heaven's Vault, the latest game from Inkle Studios. Topics include archaeology, the depiction of archaeologists in games, parsing ancient languages, and artifact colonialism.

Posted by Tommy Thompson on 06/19/19 10:43:00 am in Design, Programming, Console/PC
Meet Megan, Karen and Skevin: the three boss AI systems in 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.

Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.





Posted by Caleb Compton on 06/24/19 10:59:00 am in Design, Console/PC, Serious
Last week I looked at whether modern games were too easy, and some of the considerations designers should keep in mind regarding adding difficulty options. This week I am going to look at different ways to add difficulty to your game, and some to avoid.

Posted by Ashley Kreuer on 06/24/19 10:40:00 am in Programming, Indie
So we all know Google and other search engines use a variety of optimization techniques. How does that apply to video games? Well the classic example is the shortest path problem. You want your AI whether it be enemies or NPC’s to take the shortest path

Posted by Iuliana U on 06/24/19 10:39:00 am in Business/Marketing, Art, Indie
Should you spend money on a Graphic Designer for your Crowdfunding campaign or can you do it yourself? Let’s find out!

Posted by Natalie Mikkelson on 06/24/19 10:29:00 am in Business/Marketing, Design
Underestimating the complications of localisation - My tips and lessons learned from localising Kenshi in seven languages.

A twenty years experienced game designer reflects on the trials and tribulations of entering the indie scene with a smidge of artistic experience and a dash of programming experience.

Posted by Artur Ganszyniec on 06/24/19 10:27:00 am in Design, Production, Serious, Indie
When I noticed that my taste in games changed, I started comparing my experiences with friends, colleagues, and strangers. Born from the conversations, is my take on a Slow Gaming Manifesto.