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November 26, 2020
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Updates » Design
Don't Miss: Bringing Washington D.C. to life - The AI of The Division 2 1
by Staff [09.02.20]
Part two of this interview with Massive's lead AI programmer Philip Dunstan discusses the weird problems that arose when balancing systemic game design in the new Washington D.C. map.
Console/PC, Programming, Design

Video: Crafting the crafting system in Astroneer  
by Staff [09.02.20]
In this 2020 GDC Summer talk System Era Softworks' Aaron Biddlecom & Elijah O'Rear walk you through how they made extensive changes to Astroneer's crafting system without destabilizing the game. 
Indie, Design, Video, Vault

Blog: Finding retention influencers in Destiny 1
by Gamasutra Community [09.02.20]
The era of social media gave birth to influencers, however, this phenomenon also occurs in other types of social environments: games, for instance. Who are they? How can we find them?
Console/PC, Design

Blog: Democratizing PySpark for mobile game publishing  
by Gamasutra Community [09.02.20]
How Zynga analytics is leveraging the Spark big data platform to support game studios and publishing operations.
Smartphone/Tablet, Design, Business/Marketing

We need to take Steam wishlist quality more seriously 2
by Simon Carless [09.01.20]
When you're in development on a game - whether you're a small indie dev or a larger publisher - how do you know whether it's going to do well or not? Steam wishlists help a lot - but how about wishlist quality?
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [08.31.20]
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. 
Design, Recruitment

Don't Miss: The nuts and bolts of Fable III 4
by Staff [08.31.20]
Now's a great time to take a look back at this 2010 interview with Fable III's lead designer Josh Atkins on the road to the last major Fable release.
Console/PC, Design

Blog: Why knowing how to focus and not to scope creep is an essential skill 5
by Gamasutra Community [08.31.20]
The second episode of 'Scope: Choose A Target! Focus! Shoot!,' where we explore the 'Focus!' part. Knowing how to focus and not to scope creep is an essential skill. Here's why.
Design

Video: How procedural environmental destruction works in Control  
by Staff [08.31.20]
In this GDC Summer session Remedy's Johannes Richter showcases the technology used and lessons learned creating the destructible world of the Oldest House in Control.
Console/PC, Design, Video, Vault

Video: An inside look at the making of Hardspace: Shipbreaker  
by Staff [08.28.20]
In this 2020 GDC Summer talk Blackbird Interactive's Rory McGuire and Elliot Hudson walk through the studio's process of designing its unique derelict spaceship slice-'em-up Hardspace: Shipbreaker
Console/PC, Design, Production, Video, Vault

Don't Miss: The creative process behind Alan Wake's American Nightmare 13
by Bryant Francis [08.28.20]
Alan Wake is waking up. Take a look back at the design process for his last adventure American Nightmare.
Console/PC, Design

Blog: The hidden art of pacing - Part 1  
by Gamasutra Community [08.28.20]
A three-part trip that aims to bridge the gap between writers and designers by breaking down conventional structures, removing standard features, and exchanging techniques.
Design

AI analysis: How traffic works in Cities: Skylines  
by Tommy Thompson [08.28.20]
The most challenging part of development. Let's explore the inner workings of Cities: Skylines citizen and traffic systems.
Console/PC, Indie, Programming, Design

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [08.27.20]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Game Discoverability Now: Do you want 100x your regular hourly game sales? (& more) 1
by Simon Carless [08.27.20]
How can you get to 100x hourly revenue for your Steam game? If you're West Of Loathing, a visibility round, a 'highest % off ever' sale, and then a Daily Deal will do it! Lots more inside...
Console/PC, Indie, Design, Production, Business/Marketing

Opinion: Why Ronald Reagan's appearance in Call of Duty is drawing criticism 11
by Bryant Francis [08.27.20]
Ronald Reagan's inclusion in the new Call of Duty game is raising some eyebrows. Let's discuss why.
Console/PC, Design

Blog: Cloudpunk creator Marko Dieckmann talks cyberpunk, voxel art, and indie development  
by Gamasutra Community [08.27.20]
I caught up with its Cloudpunk creator Marko Dieckmann to discuss the neon-noir title and the struggles it took to create it.
Design, Production

Blog: The key features of stealth games  
by Gamasutra Community [08.27.20]
In this blog, I will try to describe the key features of stealth games that I encountered during my past two years of work as an indie developer.
Design

Accessibility in games with AbleGamers' Greg Haynes - GDC Podcast ep. 12  
by Kris Graft [08.27.20]
For Greg Haynes, lead game user researcher at the AbleGamers charity, video games provide experiences that should be available to all people—and that means making them more accessible to people with a wide range of abilities.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Podcast, GDC

Don't Miss: Plumbing the secret depths of Bubble Bobble's design 5
by Staff [08.26.20]
Taito's bubble-popping classic holds a number of secrets, and in this guide an expert will show you how to find one that unlocks the game's hidden language and showcases a new dimension of its design.
Console/PC, Design, History