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January 17, 2021
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Updates » Design
Don't Miss: Monolith Productions' postmortem of Middle-earth: Shadow of Mordor 7
by Staff [01.15.21]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A Bloodstained Q&A with Koji 'Iga' Igarashi  
by Staff [01.14.21]
Legendary game developer Koji "Iga" Igarashi of Castlevania: Symphony of the Night fame answers our questions about the making of his latest game, Bloodstained: Ritual of the Night.
Console/PC, Indie, Design, Business/Marketing

Registration is now open for the GDC Masterclass spring sessions  
by Staff [01.14.21]
It's time for the next round of GDC Masterclass sessions! You can now register for several amazing courses taking place this spring.
Console/PC, Design, Production, Business/Marketing

Blog: The successful steps of Early Access games  
by Gamasutra Community [01.14.21]
Today, we're going to look at what Early Access means in the current market and the steps you need to take to make it a success.
Console/PC, Design

How did Rust make $1 million in Steam revenue in a day - twice?  
by Gamasutra Staff [01.13.21]
Wouldn’t it be nice to make $1 million gross on your Steam game.. in one day? Maybe many, many years after your game originally came out? That's what Rust did the other week. Twice. But how?
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Redesigning a survival game HUD UI for The Long Dark 2
by Gamasutra Community [01.13.21]
Try to solve this challenge: convey to the player over 10 different game states without breaking immersion.
Design

Video: The appeal of 'legacy' board games  
by Staff [01.12.21]
In this 2017 GDC session, game designer Rob Daviau explains the appeal of "legacy" board games, how they've influenced other games, and what game designers can learn from them.
Console/PC, Design, Video

Blog: Quest design in linear media  
by Gamasutra Community [01.12.21]
A summary of a series of quest design articles examining the quest design of film and novels for the sake of better understanding how they approach quests and how that can be used by games.
Design

Nova Drift: the making of a Steam holiday 'sleeper' hit 1
by Gamasutra Staff [01.11.21]
Nova Drift - arcade space combat roguelite, Geometry Wars meets Asteroids meets randomly generated ‘runs’ - had a really good holiday season sales-wise. But why? We look into it.
Console/PC, Indie, Design, Production

Don't Miss: The challenges BioWare faced designing Mass Effect 3 17
by Kris Graft [01.11.21]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Design

GDC 2021's Core Concepts submissions are closing today  
by Staff [01.11.21]
Today is the last day to submit your talk for GDC 2021's Core Concepts section. Get your submissions in before time runs out!
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Making Chestnut Grove (a game set in the pandemic) during the pandemic 2
by Gamasutra Community [01.11.21]
I’m Philip, a hobby indie game dev, and this my story of how I got started with Unity, created my first game in roughly six months, and how the world-wide pandemic influenced me and my design.
Programming, Design, Production

Blog: How studios can prevent unauthorized spending in games 4
by Gamasutra Community [01.11.21]
Video games are being played at record levels and spend on in-game content for children is on the rise. But what about accidental and unauthorised spending?
Design, Business/Marketing

Blog: Approaching ray-tracing in Diligent Engine  
by Gamasutra Community [01.08.21]
This article gives an introduction to ray tracing API in Diligent Engine by the example of a simple physics-based rendering application.
Programming, Design

The English translation of Ask Iwata will arrive in April this year  
by Chris Kerr [01.08.21]
Ask Iwata, a book containing words of wisdom from former Nintendo CEO and president, Satoru Iwata, will be released in English for the first time in April this year. 
Programming, Design, Production, Business/Marketing

Blog: How many currencies should my game have? 1
by Gamasutra Community [01.08.21]
Wondering how many currencies to use in your free-to-play game? Or what should be their unitary prices? Or how to avoid that they suffer devaluation? This article might help you!
Design

Blog: A BioShock Infinite level design analysis - Part 4  
by Gamasutra Community [01.07.21]
This fourth part of this analysis will cover enemies and the concept of "difficulty" in BioShock Infinite.
Console/PC, Design

Last call: Submissions for GDC 2021 Core Concepts close on Monday  
by Staff [01.07.21]
Submissions for GDC 2021 Core Concepts talks are closing on January 11th at 11:59PM PST.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Studying physical elements of play  
by Gamasutra Community [01.07.21]
This paper looks at the physical elements of play (game pieces, rules, the board etc.) and how they influence player's decisions and interactions with the game.
Design

Blog: Have video games become products like any other? 3
by Gamasutra Community [01.07.21]
When we buy a defective product, we report it and demand either a replacement or a refund. But when we buy a deficient video game, we tend to see it as part of what a player has to endure.
Console/PC, Design, Business/Marketing