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March 28, 2020
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Updates » Design
Blog: What I learned making 12 games in one year  
by Gamasutra Community [01.14.20]
In 2019 I took on the challenge of making and releasing 12 small games in my spare time with each game having a total dev time of no more than 24 hrs. Here's what I learned in the process.
Design, Production

Game Design Deep Dive: The 26 verbs of 'Henry VIII sim' Fit for a King 2
by Brent Ellison and Tanya Short [01.14.20]
Fit for a King is a comedic side project from Kitfox's Tanya Short and Nvizzio Creations' Brent Ellison. Here they explain how they assigned a verb to every letter of the alphabet in this game inspired by classic RPGs.
Indie, Design, Deep Dive

Don't Miss: A Level Design Deep Dive into Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [01.13.20]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us."
Console/PC, Programming, Design

Blog: A TILTit postmortem (or how to not publish a game in today's market) 2
by Gamasutra Community [01.13.20]
A postmortem of my physics based, falling blocks, puzzle game TILTit, including some marketing lessons learned the hard way.
Design, Production, Business/Marketing

GDC YouTube Top 5: Mipumi Games' Eline Muijres  
by Kris Graft [01.13.20]
For January, we bring you the top picks from Eline Muijres, producer at indie studio Mipumi Games who also worked on the IGF-nominated game Bounden.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Go behind the scenes of Jedi: Fallen Order's design at GDC 2020 1
by Staff [01.13.20]
At GDC in March you'll have a rare opportunity to hear how Respawn navigated the pitfalls of making a great Star Wars game -- along with all the practical lessons they learned along the way!
Console/PC, Design, GDC

Blog: The importance of the new player's experience 3
by Gamasutra Community [01.13.20]
Every video game is someone's first, and it's important for every designer to think about their title from the new player's experience as a way of improving playability.
Design

Nintendo looking at 'interesting' ways it can use AR technology 1
by Chris Kerr [01.13.20]
Nintendo president Shuntaro Furukawa has revealed the company is looking at "interesting" ways it can use augmented reality technology.
VR, Design, Business/Marketing

Blog: A Kirby Super Star retrospective 1
by Gamasutra Community [01.13.20]
A deep dive into one of the more unique game releases on the SNES. Kirby Super Star managed to redefine what it means to be a Kirby game.
Console/PC, Design

Designing Manifold Garden's believably unbelievable world and puzzles  
by John Harris [01.13.20]
At the start, Manifold Garden appears to be a simple block-moving puzzle game, but before long there are impossible sights at play that demonstrate the strange implications of the world
Indie, Design, Video

Video Game Deep Cuts: Punk Nomad Disco Elysium Switch  
by Gamasutra Staff [01.11.20]
The latest highlights include a great piece on a unique Ubisoft 'fixer', the unlikely story behind Disco Elysium's success, the underappreciated Switch games of last year, and a whooole bunch more great articles besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Understanding the bottom-up design philosophy behind Crashlands  
by Staff [01.10.20]
In this 2018 GDC talk Butterscotch Shenanigans' Seth Coster breaks down the studio's bottom-up design approach & discusses the implications for project and team management on games like Crashlands.
Console/PC, Indie, Design, Video, Vault

Control and Death Stranding lead nominations for 2020 DICE Awards 1
by Chris Kerr [01.10.20]
The Academy of Interactive Arts & Sciences has announced the nominees for the 23rd Annual D.I.C.E. Awards, and both Control and Death Stranding are leading the charge.
VR, Console/PC, Smartphone/Tablet, Design, Business/Marketing

Terry Cavanagh has released the source code for VVVVVV on Github 1
by Chris Kerr [01.10.20]
The source code for acclaimed 2D puzzler platformer VVVVVV has been released by creator Terry Cavanagh to celebrate the title's 10th anniversary.
Console/PC, Programming, Design, Business/Marketing

Don't Miss: An in-depth breakdown of Dead Cells' mobile port  
by Staff [01.09.20]
Laura Saada with mobile publisher Playdigious dives deep into the harrowing process of bringing a frenetic button-centric "roguevania" to touchscreen devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: A condemnation of time 2
by Gamasutra Community [01.09.20]
A discussion of how to tell a linear story in a medium that is inherently nonlinear.
Design

Analyzing the top Steam tags  
by Simon Carless [01.09.20]
Based on Danny Weinbaum's Steam tag research, what I wanted to do was comment on the tags by revenue that stood out to me - and actually might be something you’d want to target when making games.
Console/PC, Design, Business/Marketing

Glean unique UX insights from centuries of card game design at GDC  
by Staff [01.09.20]
Come to GDC 2020 in March and catch designer Julia Keren-Detar's discusses game UX tips and best practices devised and perfected over centuries of card games, and which stand the test of time!
Console/PC, Indie, Design, GDC

Blog: A deep dive into the health mechanics of Shovel Knight: King of Cards  
by Gamasutra Community [01.09.20]
Yacht Club Games programmer David D'Angelo has put together a deep dive into King Knight's health mechanics in Shovel Knight: King of Cards.
Design

SIE boss: The 'biggest, more unique' PS5 features have yet to be revealed  
by Chris Kerr [01.09.20]
We already know a fair bit about the next-generation PlayStation 5, but according to Sony boss Jim Ryan the console's "biggest" and "more unique" features are still being kept under wraps. 
Console/PC, Design, Business/Marketing