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October 23, 2020
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Updates » Design
We need to talk about Steam & China  
by Gamasutra Staff [10.22.20]
What's going on with Steam in China, and what's going to happen in the future? Take a trip though the possibilities, the government licensing complexities, and more!
Console/PC, Indie, Art, Design, Production, Business/Marketing

Get a job: Question is hiring a Level Designer  
by Staff [10.22.20]
The folks at Question are looking for a talented Level Designer for their team. Apply now!
Console/PC, Design, Recruitment

EA hit with class action lawsuit in Canada over loot box usage  
by Chris Kerr [10.22.20]
A class action lawsuit has been filed against EA in Canada accusing the publisher of breaching the country's Criminal Code by including loot boxes in its games. 
Console/PC, Design, Business/Marketing

Video: The developers of Ghostrunner discuss the making a cyberpunk platformer  
by Staff [10.21.20]
Check out this conversation with the folks behind the upcoming cyberpunk platformer Ghostrunner.
Console/PC, Design, Video

Don't Miss: The designer is god--or the devil--in The Talos Principle 4
by Staff [10.21.20]
The Talos Principle presents players with theological questions as well as puzzles. 'The Garden of Eden is a perfect fit for a story about creating a new intelligence,' says co-writer Jonas Kyratzes.
Console/PC, Indie, Design

Video: The origins of Starlink: Battle for Atlas  
by Staff [10.20.20]
In this 2018 GDC talk, Ubisoft's Matthew Rose share how a small team approached a mandate to innovate by employing game jam techniques and rapid prototyping to build Starlink: Battle for Atlas.
Console/PC, Design, Video

Don't Miss: Crafting Danganronpa to surprise players 1
by Staff [10.20.20]
The series' writer/director Kazutaka Kodaka dives into his approach to game writing and development in this extensive new interview on the award-winning, cult-hit franchise.
Console/PC, Design

The Video Game History Foundation is working to save our source code  
by Chris Kerr [10.20.20]
The Video Game History Foundation (VGHF) wants to save our source code with a new initiative called the Video Game Source Project.
Programming, Art, Design, Production, Business/Marketing

New non-profit Hit Save! wants to help preserve video games and their history  
by Chris Kerr [10.20.20]
A new video game preservation initiative has been launched in the form of Hit Save!, a registered non-profit dedicated to preserving video games and the history behind them.
Console/PC, Smartphone/Tablet, Design, Production

Q&A: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [10.20.20]
"With Fall Guys, one thing that’s fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Console/PC, Design, Production, Video

What happened with Microsoft's Switch publishing experiments?  
by Gamasutra Staff [10.19.20]
This game discovery look examines an interesting area of research - how Microsoft playing nice with other platforms looks to have been an attempt to extend the Xbox ecosystem to those very platforms.
Console/PC, Indie, Design

Don't Miss: How the developers of New Vegas took back Fallout 17
by Staff [10.19.20]
In this 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting Fallout: New Vegas and returning to their roots.
Console/PC, Art, Design

How the Nemesis system got an indie makeover in Star Renegades  
by Bryant Francis [10.19.20]
The Star Renegades developers discuss why they borrowed the Middle-earth series' Nemesis system for roguelike JRPG.
Console/PC, Design

Blog: Shaders for beginners (with examples in OpenGL and Defold)  
by Gamasutra Community [10.19.20]
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted and very affordable guide.
Design, Production

Don't Miss: Crafting GoNNER's modular abilities  
by Staff [10.16.20]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design

EA Motive boss: 'player autonomy' is key to studio's future  
by Bryant Francis [10.16.20]
EA Motive general manager Patrick Klaus discussed the studio's future with Gamasutra, indicating a shift toward "player autonomy" for its future games.
Console/PC, Design, Business/Marketing

Sharpen your storytelling skills for games in this GDC Masterclass  
by Staff [10.16.20]
In this Masterclass, veteran writer Susan O'Connor will teach you reliable techniques for game storytelling that will support you no matter what kind of game you're working on.
Console/PC, Design

Switch game discovery - look on the bright side?  
by Gamasutra staff [10.16.20]
With Switch game discoverability, perhaps everyone's pessimist side has been over-exposed. So here's why you should dig releasing on Switch! (And more discovery news.)
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Tides of Chaos: How Baldur's Gate 3 tackles the RNG of D&D-inspired dice rolls 2
by Alissa McAloon [10.16.20]
Dice rolls in Baldur's Gate 3 are played straight with pure RNG and no additional smoke and mirrors. Here's what Larian Studios has learned so far about developing a D&D game with honest to goodness random rolls.
Console/PC, Design

Blog: The in-app purchase merchandising playbook - Part 1  
by Gamasutra Community [10.16.20]
In mobile games, IAP Merchandising is an area where best-practices are well established. Here's your checklist for creating IAP Special Offers that sell!
Smartphone/Tablet, Design, Business/Marketing