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September 30, 2020
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Updates » Design
Lessons from a year of running Remnant: From the Ashes  
by Bryant Francis [09.30.20]
One year after the launch of Remnant: From the Ashes, creative director David Adams discusses what Gunfire Games has learned getting into the world of live games.
Console/PC, Design

Blog: Which do you need - a UX designer, game designer, or both?  
by Gamasutra Community [09.29.20]
If we talk about user experience, we are at the heart of the game and that is the domain of the game designer. So who do you need: A UX designer, a game designer, or both?
Design, Production

Blog: Understanding detective game design - Puzzles vs. story  
by Gamasutra Community [09.29.20]
Our first devlog is an extensive writeup of research and experimentation around the question of what makes a good detective game.
Design

Does your game have 'staying power'? 1
by Simon Carless [09.29.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: How Jackbox CEO Mike Bilder is grappling with quarantine-driven success 2
by Bryant Francis [09.28.20]
As stay-at-home orders accelerated, so did the success of Chicago developer Jackbox Games. CEO Mike Bilder breaks down what it's been like with interest in Jackbox at an all-time high.
Console/PC, Design, Production, Business/Marketing

Blog: Amazon's Luna, what's on the Steam front page, and more on discoverability  
by Simon Carless [09.28.20]
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: A Space Moguls map screen retrospective  
by Gamasutra Community [09.28.20]
A technical article describing the development of the map screen of Space Moguls for Commodore 64.
Design, Production

Get a job: Join Insomniac Games as a Story Lead  
by Staff [09.25.20]
Insomniac Games is searching for our next great leader in our Story department. The Story Lead is responsible for the role of writing game narrative at Insomniac.
Design, Production, Recruitment

Don't Miss: 'Make me think, make me move': Doom's deceptively simple design 10
by Kris Graft [09.25.20]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

How to get nearly 250k Steam wishlists, The Riftbreaker way 1
by Simon Carless [09.25.20]
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Riftbreaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?
Social/Online, Indie, Design, Production, Business/Marketing

Don't Miss: Evolving the combat design of id Software's Doom Eternal  
by Bryant Francis [09.24.20]
id Software game director Hugo Martin explains the design principles that have guided the evolution of Doom Eternal's design and combat.
Console/PC, Design

Video: How the Duolingo team balances profits and ethical design  
by Staff [09.23.20]
Duolingo's Karin Tsai explains how Duolingo balances its mission to educate and entertain players while still turning a profit without compromising the team's core ethical values.
Console/PC, Design, Video

Don't Miss: Ray Muzyka's Baldur's Gate II postmortem 1
by Staff [09.23.20]
In honor of BioWare's much-beloved RPG, check out Ray Muzyka's in-depth postmortem from a 2001 issue of Game Developer magazine.
Console/PC, Programming, Design, Production

Blog: How to better represent older characters in your game 2
by Gamasutra Community [09.23.20]
A large segment of the game industry is currently over 50, but 50+ year old characters in games are typically limited to four common tropes. This post discusses these tropes and how to move past them.
Design

Q&A: Why Apex Legends players are so in love with Skull Town  
by Bryant Francis [09.23.20]
Respawn Games design director Jason McCord discusses why Apex Legends players were so excited to return to Skull Town after months away.
Console/PC, Design

Video: How Pendragon went from side project to full Arthurian adventure  
by Staff [09.22.20]
Watch Pendragon designers Jon Ingold and Tom Kail discuss the development of the studio's new strategy Arthurian adventure.
Console/PC, Design, Video

Get a job: Join Airship Syndicate as a Design Scripter  
by Staff [09.22.20]
Airship is looking for a motivated designer with technical chops to help implement gameplay in Ruined King: A League of Legends Story!
Design, Recruitment

Don't Miss: How Supergiant Games adds new deities to Hades' pantheon 1
by Jay Castello [09.22.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Indie, Design

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [09.21.20]
Our Agoura Hills studio is looking for a Camera Designer to design and implement game cameras that make players feel like they are part of the action.
Design, Recruitment

Video: Behind Riot Games' Player Dynamics design philosophy  
by Staff [09.21.20]
In this 2020 GDC Summer talk, Kimberly Voll and Weszt Hart discuss "Player Dynamics", a design craft to address how player interactions create and enhance in-game and meta-game experiences.
Console/PC, Design, Video