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August 9, 2020
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Updates » Design
Blog: Five secrets of game art direction  
by Chris Kerr [08.07.20]
Getting the art of your game right is a big part of creating something successful, but it isn't easy. In this post, I reveal five lessons I've learned from managing art teams over the past decade.
Art, Design

Blog: The value trap of free-to-play design 5
by Gamasutra Community [08.07.20]
Free-to-play design has attracted many gamers and developers to it for its low cost of entry. Today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Design

Five tips for making better loot experiences in games 1
by Bryant Francis [08.06.20]
In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too.
Console/PC, Design, GDC

How Teamfight Tactics was designed to target former League of Legends players  
by Bryant Francis [08.06.20]
At GDC Summer, Teamfight Tactics design lead David Abecassis broke down how Teamfight Tactics was designed to appeal to League of Legends players who've drifted off from high-level play.
Console/PC, Design, GDC

Using emotion to drive social play in Sky: Children of the Light  
by Chris Kerr [08.06.20]
Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light
Console/PC, Smartphone/Tablet, Design, Production, GDC

Blog: Using Wikipedia as an interactive narrative device  
by Gamasutra Community [08.06.20]
An examination of how using Wikipedia as a narrative medium can provide novel approaches to interactivity and non-linearity.
Design

Don't Miss: What went right (and wrong) during the development of Spider-Man (2002) 3
by Staff [08.05.20]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production

Blog: Expression-bodied members to reduce your code verbosity 1
by Gamasutra Community [08.05.20]
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
Design

Legible font (still) one of the biggest accessibility issues in games 1
by Kris Graft [08.05.20]
Game accessibility has come a long way in recent times, but there are still important areas in need of improvement. Not the least of which is making game text easier to read for a wider range of people.
Art, Design, GDC

How Pokemon Go evolved in response to the COVID-19 pandemic 1
by Bryant Francis [08.05.20]
When COVID-19 exploded across the globe, Pokemon Go players needed to stay inside. Here's how Niantic helped them do that while still playing the game.
Smartphone/Tablet, Design, GDC

Blog: Tips for maximizing the performance of your Unity game - Part 2 3
by Gamasutra Community [08.05.20]
Game designer and Street Lamp Games co-founder Mahesh Athirala offers some practical tips for boosting the performance of your Unity project.
Console/PC, Design, Production, Business/Marketing

How System Era overcame creative paralysis to fix Astroneer's crafting system  
by Chris Kerr [08.04.20]
System Era designer Aaron Biddlecom and gameplay programmer Elijah O'Rear explain how they mined their own game design to invigorate Astroneer's "flat" crafting system.
Console/PC, Design, Production, GDC

How Disney makes RPG mechanics work in real life at Star Wars: Galaxy's Edge  
by Bryant Francis [08.04.20]
Like many LARPers before them, Disney's Imagineers have transplanted role-playing game mechanics into the real world setting of Star Wars Galaxy's Edge. Here's a breakdown of what they did.
Console/PC, Design, GDC

New AbleGamers program aims to educate devs & foster a more inclusive industry  
by Alissa McAloon [08.04.20]
AbleGamers has announced a new initiative that aims to make its Accessible Player Experience Practitioner (APXP) course and the knowledge contained within more accessible to marginalized game developers.
Design, Production, GDC

Don't Miss: Breaking linear character progression with Outer Worlds' flaw system 4
by Aron Garst [08.03.20]
The Outer Worlds co-director Tim Cain tells Gamasutra about the thinking behind the game's unique "flaw" system, and how its design entices players to develop their characters in an organic, non-linear manner.
Design

Video: Creating Dr. Grordbort's Invaders for Magic Leap One  
by Staff [07.31.20]
In this 2019 VRDC talk Weta's James Everett discusses the process of creating the striking Dr. Grordbort's Invaders game for the Magic Leap One Creator Edition headset.
VR, Design, Production, Video, Vault

Don't Miss: Making the tactics genre more accessible & less intimidating in Fae Tactics 1
by Staff [07.31.20]
Fae Tactics, a grid-based strategy game by Endlessfluff Games duo Carolina Moya and Kyron Ramsey, looks to take the best elements of Japanese tactics games, and lose the elements that hold them back.
Console/PC, Indie, Design

Don't Miss: The creative camaraderie behind Wilmot's Warehouse 1
by Staff [07.30.20]
In this deep dive, Wilmot's Warehouse designer and artist Richard Hogg serves up a meandering and delightfully insightful look at how the emergent puzzler came to be. 
Console/PC, Indie, Design

Blog: Has your game got 'juice'? (& more!)  
by Simon Carless [07.30.20]
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)
Console/PC, Indie, Design, Production

Exploring the AI of Command & Conquer 3
by Tommy Thompson [07.30.20]
The release of Command & Conquer Remastered comes with an added bonus: the release of the source code. So let's dive in and find out how enemy AI works in Tiberian Dawn and Red Alert.
Programming, Design