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November 28, 2020
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Updates » Design
Blog: Musical approaches to timed challenges - Part 1  
by Gamasutra Community [11.19.20]
Part one of this two-part article series explores musical approaches to timed challenges in Call of Champions, Hades' Star and Sports Scramble.
Audio, Design

Nintendo issues new Animal Crossing guidelines to keep politics out of the game  
by Chris Kerr [11.19.20]
Nintendo wants Animal Crossing: New Horizons users to keep politics out of the cushy capitalism simulator, and has released a new set of guidelines to help organisations play within the rules.
Console/PC, Design, Business/Marketing

5 years below minimum wage: the financial history of Awesomenauts dev Ronimo  
by Gamasutra Community [11.19.20]
It took us two years to make any money from Ronimo at all, four years to earn (almost) minimum wage and six years to receive a more decent monthly salary from our own company.
Design, Production, Business/Marketing

Don't Miss: Inside the development of Supergiant Games' Hades  
by Staff [11.18.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Design

Prototypes, publishing, pitching, oh my!  
by Gamasutra Staff [11.17.20]
What's a fair percentage for no-advance publisher deals? Which games are easily prototypable to a level that publishers will fund them? This and other notable game discovery stories within...
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: How games like Super Mario Galaxy and Demon's Souls handle subjective difficulty 14
by Josh Bycer [11.17.20]
Josh Bycer takes a look at how Nintendo designs the Super Mario Galaxy games to allow for players of all levels to be challenged and contrasts that with the punishing Demon's Souls.
Design

Submissions are now open for GDC 2021 Core Concepts talks  
by Staff [11.17.20]
Talk submissions for GDC 2021 have begun! Submit your talk now to be considered for GDC's Core Concepts presentations.
Console/PC, Programming, Design, Production, Business/Marketing, GDC

Blog: User acquisition tactics that improve the player experience and ROI  
by Gamasutra Community [11.17.20]
User acquisition tactics that impact the player experience in mobile games and can result in increased return of investment.
Design, Business/Marketing

Q&A: Why Assassin's Creed Valhalla did away with side quests 3
by Bryant Francis [11.17.20]
Assassin's Creed Valhalla narrative director Darby McDevitt and game director Eric Baptizat break down the process for trading sidequests for a new "World Events" system.
Console/PC, Design

Blog: What mechanics should you add to an Early Access game?  
by Gamasutra Community [11.17.20]
I share the process Squeaky Wheel used to figure out which mechanics to add to our Early Access game Academia: School Simulator.
Console/PC, Design, Business/Marketing

Oxford University study finds playing games can positively impact emotional well-being  
by Chris Kerr [11.16.20]
New research from Oxford University has found that playing video games can have a positive effect on a person's emotional wellbeing.
Console/PC, Design, Business/Marketing

Data deep dive: What's the 'long tail' like for Steam games?  
by Gamasutra Staff [11.16.20]
Data deep dive: game devs, if you have X,000 dollars at the end of Week 1 on Steam, how much do you have after Month 1, or Year 1? Survey results within...
Console/PC, Indie, Design, Production, Business/Marketing

Valve adds extensive developer commentary to Half-Life: Alyx  
by Chris Kerr [11.13.20]
Valve has added a three-hour long developer commentary to Half-Life: Alyx that delves into how the acclaimed VR adventure came to be. 
VR, Console/PC, Programming, Art, Audio, Design, Production, Video

Blog: Spilt Milk Devlog 06 - Fascism Fighters 4000 (Part 1)  
by Chris Kerr [11.13.20]
Strap in, because this is a perfectly-timed and completely open postmortem on the development and release, two weeks on, of our Tango Fiesta DLC.
Console/PC, Programming, Design, Business/Marketing

Discovery takeaways from the new PlayStation 5 store? 1
by Gamasutra Staff [11.13.20]
Now that the PlayStation 5 is out in the wild, we all get a chance to check out the brand new PS5 Store for discoverability, navigability, and various other factors. What's it like?
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Roguelike lessons horror games need to learn 1
by Gamasutra Community [11.13.20]
We're taking another look at horror design in today's post, and how the genre should be embracing roguelike design, not jumpscares, if it wants to continue to grow.
Design

How a Guilty Gear project contributed to the collapse of Skullgirls dev Lab Zero 1
by Bryant Francis [11.13.20]
As he faced accusations of sexual harassment and abusive behavior, Mike Zaimont tried to use a Guilty Gear GGPO project as a blunt tool to leverage his continued employment in the game industry.
Console/PC, Design

Get a job: Join Gearbox as an Enemy Designer  
by Staff [11.12.20]
An Enemy Designer at The Gearbox Entertainment Company is a development role focused on creating compelling and memorable enemies and combat experiences for players.
Design, Recruitment

The bright side of ray-traced global illumination  
by Ruben Torres Bonet [11.12.20]
Let's get back to ray tracing with Unity global illumination. See what’s a better fit for you: baked GI, screen-space GI and ray-traced GI.
VR, Console/PC, Programming, Art, Design

Blog: 12 misconceptions that hurt the player experience  
by Gamasutra Community [11.12.20]
In the following article, we explore 12 common misconceptions on Player Support that will affect operational efficiency, retention and revenue in video games.
Console/PC, Design, Business/Marketing