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November 26, 2020
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Updates » Design
Building AI to fight to the beat in roguelike shooter BPM: Bullets Per Minute  
by Gamasutra Community [09.15.20]
As the game launches on PC, we sit down with developers Awe Interactive find out how AI design and level generation are built to support this rhythm-focused first-person shooter.
Programming, Design

Don't Miss: The long shadow of Super Mario Bros. 3
by Staff [09.14.20]
In this classic article, Nathan Altice considers the development of the original game, which celebrates its 35st birthday this month, and contrasts it with Super Mario Maker.
Programming, Design

Video: Unearthing Japanese arcade history for historical preservation  
by Staff [09.14.20]
Learn about the adventures into rural Japan that helped Brandon Sheffield and his colleagues preserve a number of great games from Japanese arcade history.
Console/PC, Design, Video

Blog: The road to Ruinarch - Part 2  
by Gamasutra Community [09.14.20]
A follow up to my original post on launching Ruinarch in which I share some week one and two sales numbers.
Console/PC, Design, Business/Marketing

Blog: Designing non-violent games 2
by Gamasutra Community [09.14.20]
Designing non-violent games feels like we're beginning the race well behind the starting line. This article will outline solutions to solve that problem.
Design

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [09.11.20]
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. 
Console/PC, Design, Recruitment

Behind the dizzying ride to the top for Among Us  
by Simon Carless [09.11.20]
The amazing 'out of the blue' success of multiplayer party game Among Us on Steam is, uh, amazing. But what happened? I delve into it with the help of one of its co-creators.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Procedural map generation in The Riftbreaker 1
by Gamasutra Community [09.11.20]
This article explains our approach to procedural map generation in The Riftbreaker. It offers a step-by-step description of the entire process and explains our workflow for level design.
Console/PC, Programming, Design, Production

Don't Miss: The making of Prince of Persia: The Sands of Time  
by Staff [09.10.20]
In this classic postmortem, learn what worked and what didn't during the development of Ubisoft's Prince of Persia: The Sands of Time.
Console/PC, Programming, Art, Design, Production

Blog: A launch postmortem of Dungeons of Edera  
by Gamasutra Community [09.09.20]
On August 28th I released my second Steam game, Dungeons of Edera, in Early Access. I wanted to share my approach to release along with some first week numbers.
Design, Business/Marketing

Don't Miss: What was it like developing for the Dreamcast? 2
by Brandon Sheffield [09.09.20]
For the Dreamcast's birthday, we spoke to developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Blog: A Neon Climber postmortem 1
by Gamasutra Community [09.09.20]
The Fear and Loathing of one no-budget mobile game production. How we failed and why.
Design, Production

Blog: Building Cogmind's ambient soundscape 2
by Gamasutra Community [09.09.20]
Describing the methodology behind bringing Cogmind's maps, machines and other sources of atmospheric audio to life.
Design

Don't Miss: Deck13 Interactive's Lords of the Fallen postmortem 8
by Staff [09.08.20]
There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production

EA removes intrusive ads from UFC 4 following fan complaints 3
by Chris Kerr [09.07.20]
EA has removed a variety of intrusive in-game advertisements from UFC 4 after being inundated with fan complaints.
Console/PC, Design, Business/Marketing

Blog: The hidden art of pacing - Part 2  
by Gamasutra Community [09.04.20]
The bridging of the gap between writers and designers continues by breaking down conventional structures and exchanging techniques.
Design

Don't Miss: Deaf accessibility in video games 2
by Morgan Baker [09.04.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production

Game Discoverability Now: Are the 'store wars' really upon us? 1
by Simon Carless [09.04.20]
Unfortunately for everyone hoping that royalty percentages for third-party game studios will improve, I'm not sure it's going to happen soon. Theories - and plenty of other game discovery news - within.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Dynamic map elements in RTS games  
by Gamasutra Community [09.04.20]
There are tactics and strategy games where the map itself is able to be modified by players in a variety of ways: opening up new attack paths or closing them off, changing which areas of the map players care about and want to contest.
Console/PC, Design

Get a job: Join the Embodied team as a Game Designer  
by Staff [09.02.20]
At Embodied, our Game Designers are champions for overall quality of experience and creators of innovative activities designed for children.
Design, Recruitment