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May 7, 2021
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Updates » Design
Blog: An approach to understanding art styles  
by Gamasutra Community [04.28.21]
Let's try to figure out what style is and how we can draw in different styles.
Console/PC, Design

See how Ghost of Tsushima’s Guiding Wind came to life at GDC 2021  
by Staff [04.27.21]
Find out how Sucker Punch created Ghost of Tsushima's Guiding Wind mechanic at GDC 2021.
Console/PC, Programming, Audio, Design, GDC

Q&A: Realizing the diegetic narrative and poetic horror of Imagined Leviathans  
by Chris Kerr [04.27.21]
"When we design a game we often start imagining a single image we can capture in 3 to 6 seconds via a gif on Twitter. In this case it began with the words on trees."
Console/PC, Design, Production, Business/Marketing

Don't Miss: Uncovering the secrets of Alien: Isolation's AI 1
by Staff [04.26.21]
Even years since its release, there are still secrets to uncover in the AI of Alien: Isolation. So in this blog I revisit my most popular topic.
Console/PC, Programming, Design

Video: Redesigning combat for the new God of War  
by Staff [04.26.21]
In this 2019 GDC talk, Sony Santa Monica Studio's Jason McDonald shares his experiences leading the gameplay design for the new God of War.
Console/PC, Design, Video

What PlayWay should - and shouldn't - teach us about game publishing 12
by Gamasutra Staff [04.26.21]
How is Polish game publisher PlayWay & associated studios getting so many top wishlists for unreleased Steam games? And what can we learn from it - both positive and negative?
Console/PC, Indie, Design, Production, Business/Marketing

Video: The student success story behind Ashwalkers  
by Staff [04.23.21]
Watch the developers behind Ashwalkers discuss how the game went from student project to indie product.
Console/PC, Design, Production, Video

How indies add flavor to monster combat 25 years after Pokemon  
by Dan Colonna [04.23.21]
We speak with developers behind monster-battling games Temtem, Coromon, and Monster Sanctuary about Pokemon's enduring influence and how their games approach monster combat design.
Console/PC, Indie, Design

Don't Miss: Examining the 'pay-to-flay' monetization of 2015's Mortal Kombat X 40
by Staff [04.22.21]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing

Video: An AMA session with Obsidian's Carrie Patel  
by Staff [04.22.21]
In this 2021 GDC Showcase AMA, Obsidian Entertainment's Carrie Patel answering questions about her experience working on both The Outer Worlds and Pillars of Eternity franchises.
Console/PC, Design, Video

Explore the world of Black Games at GDC 2021  
by Staff [04.22.21]
University of Miami Knight Chair Lindsay Grace will be giving an overview on the history of games by Black developers at GDC 2021.
Console/PC, Design, GDC

The perfect Steam trailer, overlooked tools, & more  
by Gamasutra Staff [04.21.21]
What do you really need in your Steam trailer? What video game data tools are you not aware of, but should be? This and more game platform round-ups within...
VR, Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Video: The art of FAITH: horror at 192x160 pixels  
by Staff [04.21.21]
In this 2019 GDC session, Airdorf Games' Mason Smith explains the decisions and principles that contributed to the art style of FAITH.
Console/PC, Design, Video

Don't Miss: Portal 2 and the ins and outs of Alternate Reality Game puzzle design 7
by Adam Foster [04.21.21]
Adam Foster, level and environment and ARG designer at Valve around the time Portal 2 released, discussed how to make impossibly complicated puzzles that people can solve.
Console/PC, Design, Business/Marketing

Learn about the character technology of The Last of Us Part II’s NPCs at GDC 2021  
by Staff [04.20.21]
Naughty Dog's Bryan Collinsworth and Michal Mach will dive into the character technology of The Last of Us Part II at GDC 2021.
Console/PC, Programming, Design, GDC

Don't Miss: Creating the recallable Leviathan Axe in God of War 13
by Staff [04.20.21]
An in-depth look at how the Axe Recall mechanic was built in God of War.
Console/PC, Design

Here are the nominees for the 21st annual Game Developers Choice Awards  
by Staff [04.20.21]
The winners of the developer-picked awards will be revealed during GDC 2021.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Where is Supercell's evergreen Clash franchise heading?  
by Gamasutra Community [04.20.21]
Earlier this month, Supercell announced three new games based on the Clash franchise, and they already soft launched one of them. Here are my thoughts and predictions on that slate of projects.
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Staff [04.19.21]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Design

Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.16.21]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Console/PC, Indie, Design