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Updates » Design
Learn AR game design from Pokemon Go dev Niantic at GDC Summer  
by Staff [07.17.20]
GDC organizers are excited to confirm that some of of the game design experts at Pokemon Go maker Niantic will be offering a crash course in AR game design at GDC Summer next month!
Smartphone/Tablet, Design, GDC

Blog: How modern roguelikes are becoming more accessible  
by Gamasutra Community [07.17.20]
Roguelike design has come a long way over the last 20 years, and we're going to talk about a recent change that has afforded modern roguelikes to be more approachable to newcomers of the genre.
Console/PC, Design

Stadia's 'Click To Play' - the future?  
by Simon Carless [07.16.20]
Does Stadia's 'click to play' functionality change the game for the cloud gaming platform? And all kinds of other game discovery news besides...
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Designing a domestic hunter-killer thriller the Hello Neighbor way  
by Alissa McAloon [07.16.20]
Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way.
Console/PC, Design

Blog: Looking at the response to accessibility in The Last of Us Part II  
by Gamasutra Community [07.16.20]
The Last Of Us Part II is a landmark moment for game accessibility, resulting in an outpouring of emotion from all across the community. I've pulled together a few examples.
Console/PC, Design

A new skull has been added to Halo 3 after 13 years  
by Chris Kerr [07.16.20]
The revamped PC version of Halo 3 features some notable technical improvements, but what's really got fans talking is the inclusion of a new skull. 
Console/PC, Design, Business/Marketing

Blog: 13 free tools to develop and manage your game remotely 1
by Gamasutra Community [07.16.20]
Having a good set of tools to help your remote team work and communicate is imperative. My team has worked together remotely for over two years now - these are the free tools we've found success with.
Design, Production, Business/Marketing

Designing the real-time stealth and combat of Desperados III 2
by John Harris [07.16.20]
Mimimi Games creative director Dominik Abé sits down with Gamasutra to share the secrets of Desperados III's real-time stealth, and explore how predictability and randomness interact in its level design.
Console/PC, Design

A 'nod' to Command and Conquer's Construction Yard 2
by Gamasutra Community [07.15.20]
Command and Conquer is built around a number of systems that I absolutely love, from its resource harvesting system to how it handles base building. And it's that I want to talk about right now: base building. In particular, the Construction Yard/MCV.
Console/PC, Design

Don't Miss: How adding 0.2 seconds to Halo 3's sniper rifle fire rate changed the game  
by Staff [07.14.20]
In this classic 2010 GDC talk, Bungie's Jaime Griesemer discusses the decision to change the reload of Halo 3's sniper rifle from .5 to .7 seconds -- and its surprising ramifications.
Console/PC, Design

Video: System design advice for mobile free-to-play games  
by Staff [07.14.20]
In this GDC 2018 session Scopely's Evan Losi presents a practical take on system design, starting with the one resource that is universal to all games: time.
Smartphone/Tablet, Design, Video, Vault

Blog: A beginner's guide to making your own games  
by Gamasutra Community [07.14.20]
This guide is made for new and aspiring indie devs who have no prior knowledge of game development, covering essential parts of game development from the idea to the finished game.
Console/PC, Indie, Design, Production

Blog: Improving narrative accessibility 4
by Gamasutra Community [07.14.20]
Games stories are getting increasingly intricate, and are often a core selling point of a game. Yet games don't usually provide players with tools needed to follow a story.
Design, Production

The surprising way that paid DLC works 3
by Simon Carless [07.14.20]
So, paid DLC - new levels, modes, etc - specifically those made for PC games on Steam. It's way better for devs than you think, and here's why!
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Inside Steam Diving Bell, a tool for 'wikipedia binging' Steam games 8
by Lars Doucet [07.13.20]
Designing a tool for browsing Steam games "Wikipedia binge" style.
Console/PC, Indie, Programming, Design, Business/Marketing

Video: The secrets to creating an indie game franchise 1
by Staff [07.13.20]
In this GDC 2018 session Christy Dena details what players find appealing about narrative game franchises, and explores the value of building your game world outside of your game.
Console/PC, Indie, Design, Business/Marketing, Video, Vault

Attend GDC Summer for a behind-the-scenes look at Hardspace: Shipbreaker's origins  
by Staff [07.13.20]
At GDC Summer next month you'll learn how Blackbird's processes brought such a unique game starship salvaging game to market, and how you can apply the team's learnings to your own work!
Console/PC, Indie, Design, GDC

Analyzing those Satisfactory sales numbers (& more!)  
by Simon Carless [07.10.20]
Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Video: A game dev's guide to organizing your levels and mechanics  
by Staff [07.10.20]
In this GDC 2018 session game dev Nathan Fouts looks at different methods to organize level designs and mechanics in a way that's effective and easy to implement in your own game development process.
Console/PC, Indie, Design, Video, Vault

Blog: Camera evolution in third-person games 2
by Gamasutra Community [07.10.20]
This is a personal research on how the use of the camera in third-person video games has evolved. This is also my first article in this site, so i hope you find it useful and enjoyable.
Design