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Updates » Design
Blog: Utilizing shape language and symbols in level design  
by Gamasutra Community [08.25.20]
An exploration of the emotional responses to primitive shapes, and how they can be utilized in level design block-outs to convey theme, tone, intention, and further inspire the artistic direction.
Design

How did Fall Guys get it so right?  
by Staff [08.25.20]
I’m going to estimate that the 'real' Fall Guys owner numbers are north of 5 million on Steam alone. So what’s going on here, and what can we learn from it?
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: A game design deep dive into Rocket League's rocket jumps 8
by Staff [08.24.20]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

Don't Miss: The tricky history of Tony Hawk's Pro Skater 10
by Staff [08.21.20]
In this timeless 2009 feature Bill Loguidice and Matt Barton trace the history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Design

How Fall Guys' bouncing, bumbling beans gave the game its soul  
by Chris Kerr [08.21.20]
Mediatonic creative director Jeff Tanton has shared a fascinating thread on Twitter revealing how the internal pitch for Fall Guys took shape.
Console/PC, Design, Business/Marketing

Blog: How to measure fun for game designers 1
by Gamasutra Community [08.21.20]
In this blog post I shortly introduce my approach to measuring fun and how different measurements help me make better design decisions.
Design

Q&A: Making an outer space roadtrip with Night School's Next Stop Nowhere  
by Bryant Francis [08.21.20]
The lead developers behind Next Stop Nowhere take a moment to discuss what they've learned making a narrative game for Apple Arcade.
Console/PC, Design

Get a job: Join Hidden Path as a Senior Level Designer  
by Staff [08.20.20]
As a senior level designer at Hidden Path, you will interface with numerous strike teams across all disciplines, creating levels from concept to completion.
Design, Recruitment

Game Discoverabilityland: Tim Epic vs. Tim Apple (also non-Tim news!) 1
by Simon Carless [08.20.20]
Tim tim tim? Tim tim tim tim. Tim tim tim tim tim tim. Tim tim, tim tim tim tim tim tim. Tim tim tim tim tim. Tim tim tim! Tim tim tim tim tim, tim tim tim tim tim tim.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

PlayStation 5 devs explain how DualSense haptics will actually work  
by Chris Kerr [08.20.20]
A number of PlayStation 5 developers have done their best to explain how the haptic technology in the console's new DualSense controller will actually work.
Console/PC, Design

Don't Miss: Beyond the HONK - an Untitled Goose Game Q&A 1
by John Harris [08.19.20]
With House House's recent announcement of two-goose co-op action for Untitled Goose Game, we revisit this Q&A on the game's original one-goose design.
Console/PC, Indie, Design

Video: Republic Commando speedrun with dev commentary from Harley Baldwin  
by Staff [08.19.20]
Speedrunner Utsu speedruns LucasArts' Republic Commando in this GDC Summer session, with dev Harley Baldwin watching live to point out interesting behind-the-scenes details about the game!
Console/PC, Design, Video, Vault

Microsoft has unveiled the new look of the Xbox Series X dashboard  
by Chris Kerr [08.19.20]
Microsoft is targeting speed and accessibility with the new Xbox Series X dashboard, helping users get into games faster.
Console/PC, Design, Video

Blog: Player segments based on gaming motivations 1
by Gamasutra Community [08.19.20]
What distinct player types appear when we conduct a player segmentation based on gamer motivation in a data set of 500,000 gamers?
Design, Business/Marketing

Video: Yooka-Laylee and the Impossible Lair speedrun with dev Chris Sutherland  
by Staff [08.18.20]
In this GDC Summer session Davesterio speedruns Playtonic's Yooka-Laylee and the Impossible Lair, with dev Chris Sutherland pointing out a slew of intriguing details about the game's design.
Console/PC, Design, Video, Vault

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [08.18.20]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Design

Blog: The creative dynamics between games and players  
by Gamasutra Community [08.18.20]
A deep analysis of the creative dynamics between games and players, with implications for game design approaches, emergent narrative and more.
Design

Postmortem: A look back at the 5-year development of Eastshade 7
by Gamasutra Community [08.18.20]
A look back at the 5-year development of Eastshade, the open-world adventure where you play as a traveling painter.
Indie, Design, Production, Business/Marketing

Don't Miss: Secret of Mana's enduring influence 24
by Staff [08.17.20]
In this classic back-and-forth, game dev Douglas Wilson and Gamasutra's Christian Nutt reflect on Secret of Mana. What made the game so enduring? And what inspirations does it offer modern developers?
Console/PC, Design, History

Blog: Designing for accessibility in Fake Illusions 1
by Gamasutra Community [08.17.20]
I talk about my accessibility-first design approach and how I applied it to a game idea about optical illusions, by thinking about simplicity, progression, difficulty and more.
Design