Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 29, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Don't Miss: A look back on the usefulness of video game manuals  
by Staff [05.29.20]
The recently passed Arnold Hendrick once shared his thoughts on the usefulness of manuals with Game Developers Conference. Take a look!
Console/PC, Design

Blog: Understanding open world level design - Part 2  
by Gamasutra Community [05.29.20]
In this second part of my ongoing series, I will cover a key need that an open world map must meet: player progression.
Console/PC, Design

Blog: Lessons from the history of mobile 4X strategy 1
by Gamasutra Community [05.29.20]
The history of mobile 4X strategy games is littered with both progress and mistakes that any hopeful successor would be wise to learn from.
Design

Blog: Practical tips on technical game design documentation - Part 2 1
by Gamasutra Community [05.29.20]
In the second part of this blog series, we are going to delve deep into technical aspects, sharing some tips and a general workflow when working with Google Docs.
Design

Control, Sayonara Wild Hearts lead winners of 2020 Nordic Game Awards  
by Bryant Francis [05.28.20]
The Nords gave out some awards at the 2020 Nordic Games Conference.
Console/PC, Design

Don't Miss: Inside the narrative design of Star Wars Battlefront 2  
by Staff [05.28.20]
Gamasutra chats with writer Mitch Dyer about the process of doing narrative development for the Star Wars universe.
Console/PC, Design, Production

Don't Miss: A postmortem look at how Blizzard built Diablo II 4
by Staff [05.27.20]
Diablo II executive producer Erich Schaefer details what went right -- and wrong -- during development of what became one of Blizzard's most impactful games.
Console/PC, Programming, Art, Design, Production

Welcome to the Summer of Indie Games Direct  
by Simon Carless [05.27.20]
Well, COVID-19 & the cancellation of E3 2020 has left a big hole in the summer game announcement schedule. To be replaced by... indie game showcases!
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Q&A: Designing the low-key, but highly engaging Wintermoor Tactics Club  
by Bryant Francis [05.27.20]
EVC founder Ben Walker discusses the design decisions behind Wintermoor Tactics Club.
Console/PC, Design

Blog: Creating stronger bonds between players and NPCs through group conflict  
by Gamasutra Community [05.27.20]
This article explores how we can use psychology to strengthen players’ emotional bonds with NPCs in order to give them a more fulfilling experience and keep them playing for longer.
Console/PC, Design

As traffic hits all-time high, Jackbox adjusting to dev'ing from home  
by Kris Graft [05.27.20]
Jackbox Games CEO Mike Bilder joined us on the GDC Podcast to explain how his company is dealing with dramatic increases in traffic amid continuing stay at home orders in the time of COVID-19.
Console/PC, Design, Production, Business/Marketing, Podcast

Blog: Why new players matter to indie developers 2
by Gamasutra Community [05.27.20]
A follow up to my piece about the new player's experience. We're now talking indie teams, and why no matter how niche or small the genre, everyone should always be thinking about their new players.
Console/PC, Design

Game Tech Deep Dive: Gears Tactics - When art meets scalability  
by Raouf Bejaoui and Cam McRae. [05.27.20]
Splash Damage technical art director Raouf Bejaoui and The Coalition technical director Cam McRae explain how they optimized Gears Tactics for a variety of PC hardware to remove the barrier for entry.
Console/PC, Programming, Art, Design

Blog: Highlights of global accessibility awareness day 2020  
by Gamasutra Community [05.26.20]
Independent accessibility specialist Ian Hamilton looks at some of the ways the games industry embraced this year's GAAD event
Design

Game Discoverability & The Nintendo Switch: Where We're At 3
by Gamasutra Staff [05.26.20]
Game Discoverability & The Nintendo Switch: Where We're At
Indie, Design

Dreaming Spires: Dynamic narrative, layer by layer 2
by Kris Graft [05.25.20]
Jon Ingold of Inkle goes in-depth on the studio's upcoming game Pendragon, which ties a dynamic narrative engine to a chess-like strategy game.
Console/PC, Indie, Design

Video Game Deep Cuts: The Mario Steamroller Monster Train 2
by Gamasutra Staff [05.24.20]
The latest link roundup incudes the notable games of the week, Mario steamrolling bootleg Nintendo cartridges, and a unique new FMV game based around delivery driving, among others!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Narrative vs. gameplay - A toolbox for harmonious coexistence 2
by Gamasutra Community [05.22.20]
How to tell your story while the player is enjoying your game? A list of where, how, when, you should deliver your narrative to maximize both gameplay and story experience.
Design

Video: A new strategy for narrative desigers  
by Staff [05.22.20]
Learn a new way to develop your game's narrative design in this 2020 GDC Virtual Talk.
Console/PC, Design, Video, YouTube

Get a job: Visual Concepts is looking for a Senior Systems Designer  
by Staff [05.22.20]
The folks at Visual Concepts are looking for a Systems Designer to work on a brand new game.
Console/PC, Design, Recruitment