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Updates » Design
Don't Miss: Obsidian's five hard lessons of RPG design 42
by Christian Nutt [08.03.21]
In a 2011 GDC Europe talk, Josh Sawyer, project director for Obsidian Entertainment, discussed the 'challenges that the RPG industry has faced in adapting from its pen and paper roots.'
Console/PC, Design

GDC 2022 Core Concepts talk submissions are now open  
by Staff [08.03.21]
It's time to submit your ideas for talks, panels, and and roundtables that will take place during GDC 2022's Core Concepts section, running Wednesday - Friday during the week of the conference.
Console/PC, Design, GDC

Tencent to impose new restrictions after online gaming branded 'spiritual opium' in China  
by Chris Kerr [08.03.21]
Tencent will further restrict how young children engage with its games after Chinese state media described online gaming as 'spiritual opium.'
Smartphone/Tablet, Design, Production, Business/Marketing

Don't Miss: The challenges of being a mom in game development 30
by Leigh Alexander [08.02.21]
Take a look back at former Gamasutra Editor-At-Large Leigh Alexander's chat with several working moms making it in the video game business.
Console/PC, Design

Blog: In defense of 'hard counters' in RTS games 1
by Gamasutra Community [08.02.21]
The conversation around 'soft counters' and 'hard counters' in RTS games often focuses on best case scenarios for soft counters and worst case scenarios for hard counters, but that only scratches the surface.
Console/PC, Design

Get a job: Bytro Labs GmbH needs a Lead Game Designer  
by Staff [07.30.21]
German developer Bytro Labs GmbH is looking for a Lead Game Designer.
Console/PC, Design, Recruitment

Don't Miss: Opinion: Civilization VI's (Green) New Deal  
by Katherine Cross [07.29.21]
In Civilization VI's latest expansion Gathering Storm, the world fights back and your actions have far-reaching, unintended consequences down the ages and across the whole of the map.
Console/PC, Design

Spelunky, indie life, and finding success with Derek Yu - GDC Podcast Ep. 22  
by Kris Graft [07.29.21]
Spelunky developer Derek Yu joins Gamasutra's Kris Graft and Alissa McAloon in a live GDC Podcast to talk all things Spelunky, how indie game development has changed over the years, and how game development is an exploration of ideas.
Indie, Design, GDC

The faces of 'the creator economy' for DIY games  
by Gamasutra Staff [07.29.21]
Who are the 'creators who aren’t full-time game devs' making popular games and mods for game creation platforms? We explore game discovery by talking to them.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: GDC 2021 Wrapup - The Best Slides of the Event  
by Gamasutra Community [07.28.21]
For every GDC, Chris Zukowski recaps the conference not by the best talks but by the best slides so that you can get back to making your games and not watching talks. Here's the latest roundup.
Design, Business/Marketing

Q&A: Defining the detail-driven gameplay of Dyson Sphere Program  
by John Harris [07.28.21]
Dyson Sphere Program tasks players with building an impossibly massive power source capable of saving all of humanity. Here's how a team of five took on a project of planetary scale.
Console/PC, Indie, Design, Video

World of Warcraft devs promise renewed focus on inclusivity 3
by Bryant Francis [07.27.21]
A surprise statement from the World of Warcraft team promises both to work for inclusivity in the workplace and promises changes inside the MMORPG starting today.
Console/PC, Design, Business/Marketing

When Steam wishlists don't convert: a case study  
by Gamasutra Staff [07.26.21]
Working out how your game is going to sell at launch - even if you’ve accumulated a lot of apparent interest and Steam wishlists - can feel like communing with the great beyond. We get into it.
VR, Console/PC, Social/Online, Indie, Design, Business/Marketing

Valve says every game it has tested on the Steam Deck is hitting at least 30fps 1
by Chris Kerr [07.26.21]
Valve says the Steam Deck is capable of playing every piece of software the company has tested on it at 30fps or more.
Console/PC, Programming, Design, Production, Business/Marketing

Washing the worries away: Inside the surprisingly relaxing design of PowerWash Simulator 3
by John Harris [07.26.21]
"Video games don't need to be antagonistic in order to find an audience, and I think this game and other sims show there is still a huge gap in the market for games that simply offer relaxing escapism."
Console/PC, Indie, Design, Business/Marketing, Video

How the painful process of cutting ideas almost sank Sea of Solitude 1
by Chris Kerr [07.23.21]
"Calculating the timeframe and the scope for development so poorly is what nearly caused the whole production to fail."
Design, Production, Business/Marketing, GDC

Using vorticles to simulate wind in Ghost of Tsushima 1
by Chris Kerr [07.23.21]
"We're doing the most basic approximation of fluid dynamics by taking several height map samples out in front of each particle and giving it an upwards velocity in advance so they float over things nicely."
Console/PC, Programming, Design, Production, GDC

Epic Games acquires Sketchfab asset store, reduces platform fees to 12 percent  
by Chris Kerr [07.23.21]
Epic Games has acquired the Sketchfab asset store for an undisclosed fee, and has pledged to immediately lower platform fees to 12 percent.
VR, Art, Design, Production, Business/Marketing

How Naughty Dog prototyped the interactive guitar in The Last of Us Part II  
by Chris Kerr [07.22.21]
"[We decided] the simplest affordance is probably going to be a wheel menu on the analog stick. That way the player can deflect in a corresponding direction without having them look down."
Console/PC, Programming, Design, Production, GDC

Eight tools for creating chilling horror from the maker of FAITH  
by Bryant Francis [07.22.21]
FAITH creator Mason Smith dropped by GDC 2021 with insights on how developers can scare the pants off players even when they’re only working with a handful of pixels.
Console/PC, Design, GDC