Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 18, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Video: Designing text UX for effortless reading  
by Staff [06.15.20]
In this 2018 GDC session, inkle's Joseph Humfrey demonstrates the design techniques they use to make the text frictionless and easy to interact with in games likeĀ 80 DaysĀ andĀ Heaven's Vault.
Console/PC, Indie, Design, Video, Vault

Little Devil Inside dev apologizes for racist stereotypes shown in trailer  
by Chris Kerr [06.15.20]
Little Devil Inside developer Neostream has apologized for including racist stereotypes in the teaser trailer shown during the PlayStation 5 showcase.
Console/PC, Design

Video Game Deep Cuts: The Last Of Us, The First Little Orpheus 2
by Gamasutra Staff [06.12.20]
The latest links of the week include new games The Last Of Us Part II & Little Orpheus, plus PC shareware relic Ken's Labyrinth & lots more!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Making Insomniac's Spider-Man do what a spider can 2
by Bryant Francis [06.12.20]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Blog: Starcom: Nexus postmortem, an indie dev journey 5
by Gamasutra Community [06.12.20]
The story of a web dev who decided to become an indie dev and create his "dream game."
Console/PC, Design, Production

Don't Miss: Creating the 'hidden horror' of Observer  
by Staff [06.11.20]
Observer is a cyberpunk horror game from Polish studio Bloober Team. They stress that it isn't a survival horror experience--they prefer to call it "hidden horror" or "catharsis 2.0."
Console/PC, Indie, Design

Never Mind The Bollocks: Here's The Game Devs 1
by Simon Carless [06.11.20]
What can we learn from controversial Sex Pistols manager Malcolm McLaren about how to make your video game popular? Some experimental thoughts.
Console/PC, Indie, Design, Business/Marketing

Video: Designing Mortal Kombat 11's empowering tutorial mode 1
by Staff [06.10.20]
In this GDC 2020 virtual talkĀ NetherRealm Studios' Brian Keschinger explains how NetherRealm improved its in-gameĀ tutorials to better onboard Mortal Kombat players and increase player engagement.
Console/PC, Social/Online, Design, Video, Vault

Don't Miss: As traffic hits all-time high, Jackbox adjusting to dev'ing from home  
by Staff [06.10.20]
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, Smartphone/Tablet, Design, Production, Business/Marketing

Blog: Making a SNES game in 2020 1
by Gamasutra Community [06.10.20]
This article presents the numerous steps of this incredible journey: designing the game, overcoming SNES-related technical issues, manufacturing new SNES cartridges...
Console/PC, Indie, Programming, Design

Blog: Some thoughts about research and upgrades in RTS games 2
by Gamasutra Community [06.10.20]
At their best, research and upgrades allow players to adapt to the battlefield and increase replayability by presenting different choices and interaction, but they can also serve up rote-memory tasks.
Design

Don't Miss: What went right (and wrong) during the development of Persona 4 10
by Staff [06.09.20]
In this classic postmortem, the Atlus team behind Persona 4 discuss what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Console/PC, Design, Production

Naughty Dog ramps up accessibility options for The Last of Us Part II  
by Alissa McAloon [06.09.20]
Naughty Dog has shared an early peek at the accessibility features built into The Last of Us Part II, toting more than 60 different settings so players can "create a gameplay experience thatā€™s right for them."
Console/PC, Design

Video: Designing Headliner to teach players about media manipulation  
by Staff [06.09.20]
In a GDC 2020 virtual talk Jakub Kasztalski explains how to use Google and Facebook to find issues important to players to create relevant narratives in games like his media bias adventureĀ Headliner.
Console/PC, Indie, Design, Video, Vault

Bungie will cycle out content to keep Destiny 2 fresh well into next-gen  
by Alex Wawro [06.09.20]
Today's stream focused on laying out a future for Destiny 2, both for the next few years of content and the ever-increasing hoard of seldom-played missions and activities that came before.
Console/PC, Social/Online, Design

Come to GDC Summer and learn King's new method of balancing match-3 game difficulty  
by Staff [06.09.20]
AtĀ GDC Summer this August attendees will have the chance to hear firsthand about the new method designers at Candy Crush game maker King are using to deconstruct blocker design in match-3 games.
Smartphone/Tablet, Design, GDC

Game Discoverabilityland: The Summer Of Games 1
by Simon Carless [06.09.20]
A look at the upcoming Steam Summer Festival for unreleased games, more on Switch and PS4's editorial highlighting, and lots more besides.
VR, Console/PC, Indie, Design, Production, Business/Marketing

Blog: Moving on stairs in a 2D side-scroller 6
by Gamasutra Community [06.09.20]
This article lays out in detail how to design intuitive, bug-resistant, and good looking 2D stairs movement on a conceptual level.
Design

Don't Miss: Making Oxenfree's narrative unfold like a free-flowing conversation  
by Bryant Francis [06.08.20]
Night School Studio's Oxenfree is an interactive ghost story in which a player's contributions to the constant flow of conversation can shape the direction of the story.
Console/PC, Indie, Design, Production

Video: Harmonizing the creative and business goals of Dead by Daylight  
by Staff [06.08.20]
In a GDC 2020 virtual talkĀ Behaviour Interactive's Isabelle Mocquard and Dave Richard explain how to turn the tension that can exist between creative and biz devs into a win-win monetization strategy.
Console/PC, Social/Online, Design, Business/Marketing, Video, Vault