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July 10, 2020
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Updates » Design
Get hands-on guidance from game dev experts in GDC Summer's new Skill-Building Series  
by Staff [06.30.20]
When GDC Summer debuts in August there will be a new series of interactive sessions which promise to guide attendees through the practical steps of key game dev projects.
Console/PC, Indie, Art, Design, Business/Marketing, GDC

Don't Miss: Blizzard's postmortem of Diablo II 4
by Gamasutra Community [06.29.20]
20 years ago, Blizzard North emerged from a year-long crunch to release Diablo II into the world. In this classic postmortem, find out what went right and what went wrong during those long months.
Console/PC, Programming, Design

Video Game Deep Cuts: SpongeBob's Death Come True  
by Gamasutra Staff [06.26.20]
Death Come True, Hylics 2, and the SpongeBob game remake are just a few of the things featured in this week's new Video Game Deep Cuts link round-up.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The evolution of CD Projekt's quest design for Cyberpunk: 2077 3
by Bryant Francis [06.26.20]
The quest director of Cyberpunk 2077 discusses how his team has adapted to making content for a nonlinear RPG in this 2019 E3 interview.
Console/PC, Design

Get inspired at GDC Summer's Experimental Gameplay Workshop  
by Staff [06.26.20]
Come and be inspired by innovative game designs from around the world when a perennial GDC favorite, the Experimental Gameplay Workshop, takes place this August during the all-digital GDC Summer!
Console/PC, Indie, Design, GDC

What are Steam Points? What were Summer Festival's lessons? 1
by Gamasutra Staff [06.26.20]
What the heck is this new Steam Points system? How did devs fare in the Steam Summer Games Festival with their pre-release demos? All this info, and more, within.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Using RGB highlights to enhance the player experience  
by Gamasutra Community [06.26.20]
In this article we discuss our experiences with enabling custom RGB highlights in our games, X-Morph: Defense and The Riftbreaker.
Design, Business/Marketing

Discoverability by design: Rethinking how video games get noticed 1
by Simon Carless [06.26.20]
The best way around a shouting match to promote your game? Avoid it altogether. Rather, embrace that game design is part of the marketing equation and embed discoverability directly into the game itself.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Attend GDC to see how Disney designed the immersive stories of Star Wars: Galaxy's Edge!  
by Staff [06.25.20]
The Walt Disney Imagineers designed one of the most remarkable immersive entertainment experiences in the world with Star Wars: Galaxy's Edge, and at GDC you'll have a chance to see how they did it!
Console/PC, Social/Online, Design, GDC

Don't Miss: What went right (and wrong) during Deadly Premonition's development 2
by Staff [06.24.20]
The open world survival horror comedy game Deadly Premonition turns five this month. We celebrate by reprinting an exhaustive Game Developer magazine postmortem of this cult classic.
Console/PC, Programming, Art, Design, Production

Don't Miss: The untold story of Lumines: Electronic Symphony 4
by Staff [06.23.20]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke walks through early concepts for the game, outlines production difficulties, including in-progress screens and video.
Programming, Art, Design, Production

How playtesting influenced the last days of Control's development 3
by Gamasutra Community [06.22.20]
Fine-tuning Remedy's award-winning game design in the playtest lab, and a look at how the observations there helped inform the game dev decisions made in Control's final months of development.
Console/PC, Design, Production

Video Game Deep Cuts: Summer In Mara's Shipbreaker Wildfire 1
by Gamasutra Staff [06.20.20]
The latest Video Game Deep Cuts (new games/best links of the week!) features Summer In Mara, Beyond Blue, and... 3D graphics card box art?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Creating the unique visuals of Homeworld: Deserts of Kharak 1
by Staff [06.19.20]
In this 2017 GDC session, Blackbird Interactive's Yossarian King breaks down the use of 2D simulations and 3D graphical presentations to create the visuals of Homeworld: Deserts of Kharak.
Console/PC, Design, Video

Don't Miss: A level designer breaks down The Last of Us 2's trailer level 5
by Staff [06.18.20]
A professional level designer reviews the level Naughty Dog used to reveal The Last of Us 2's gameplay
Console/PC, Design

Chat with game industry experts at GDC Summer's new Ask Me Anything sessions  
by Staff [06.18.20]
GDC organizers debut a new series of "Ask Me Anything" live Q&A sessions at GDC Summer in which attendees will get to ask industry experts practical questions about key topics in game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

Blog: Game composers and the importance of themes - Part 1 2
by Gamasutra Community [06.18.20]
The first instalment of a five-part article series based on game composer Winifred Phillips' presentation during the GDC 2020 online conference.
Audio, Design

This War of Mine is now recommended reading for Polish high school students  
by Chris Kerr [06.18.20]
This War of Mine has been added to the recommended reading list for high school students in Poland. 
Console/PC, Indie, Design

Endure and survive - The AI of The Last of Us 2
by Gamasutra Community [06.18.20]
With The Last of Us Part 2 approaching release, let's dig into the AI design and development of the Hunters, the Infected and Ellie.
Console/PC, Programming, Design

Don't Miss: The game is the boss - Housemarque's Resogun postmortem 7
by Staff [06.17.20]
This incredibly detailed postmortem, written by Resogun lead programmer Harry Krueger, offers a look behind a huge number of technical and creative decisions behind the popular shooter.
Console/PC, Programming, Art, Design, Production, Business/Marketing