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May 28, 2020
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Updates » Design
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

Don't Miss: Designing the Elusive Targets system in 2016's Hitman 6
by Bryant Francis [05.22.20]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Blog: Building an MMO screensaver  
by Gamasutra Community [05.22.20]
In this article I talk about how I designed a MMO screensaver, including techniques I used to synchronise the world and how I built the multiplayer side.
Design

From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters 2
by Jack Yarwood [05.22.20]
Level designers with a particular penchant for stealth share their go-to approaches for creating sneaky moments in games like Assassin's Creed: Syndicate, Dishonored 2, and more.
Design

Don't Miss: A classic game postmortem of Westwood Studios' Command & Conquer 2
by Staff [05.21.20]
Four of the minds behind the 1995 release Command & Conquer sat down at GDC to share an hour-long deep dive into the creation of the classic RTS game.
Console/PC, Design

Uncovering the secrets of Alien: Isolation's AI 1
by Tommy Thompson [05.21.20]
Five years since its release, there are still secrets to uncover in the AI of Alien: Isolation. So in this blog I revisit my most popular topic.
Console/PC, Design

Blog: The hidden Switch demo upside & more discoverability tricks  
by Simon Carless [05.20.20]
Why having a Switch demo may have hidden advantages, even more great trending information from SteamDB, and a host of other useful info for those looking to get their game seen.
Console/PC, Indie, Design, Business/Marketing