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September 25, 2020
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Updates » Design
Don't Miss: Deck13 Interactive's Lords of the Fallen postmortem 8
by Staff [09.08.20]
There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production

EA removes intrusive ads from UFC 4 following fan complaints 3
by Chris Kerr [09.07.20]
EA has removed a variety of intrusive in-game advertisements from UFC 4 after being inundated with fan complaints.
Console/PC, Design, Business/Marketing

Blog: The hidden art of pacing - Part 2  
by Gamasutra Community [09.04.20]
The bridging of the gap between writers and designers continues by breaking down conventional structures and exchanging techniques.
Design

Don't Miss: Deaf accessibility in video games 2
by Morgan Baker [09.04.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production

Game Discoverability Now: Are the 'store wars' really upon us? 1
by Simon Carless [09.04.20]
Unfortunately for everyone hoping that royalty percentages for third-party game studios will improve, I'm not sure it's going to happen soon. Theories - and plenty of other game discovery news - within.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Dynamic map elements in RTS games  
by Gamasutra Community [09.04.20]
There are tactics and strategy games where the map itself is able to be modified by players in a variety of ways: opening up new attack paths or closing them off, changing which areas of the map players care about and want to contest.
Console/PC, Design

Get a job: Join the Embodied team as a Game Designer  
by Staff [09.02.20]
At Embodied, our Game Designers are champions for overall quality of experience and creators of innovative activities designed for children.
Design, Recruitment

Don't Miss: Bringing Washington D.C. to life - The AI of The Division 2 1
by Staff [09.02.20]
Part two of this interview with Massive's lead AI programmer Philip Dunstan discusses the weird problems that arose when balancing systemic game design in the new Washington D.C. map.
Console/PC, Programming, Design

Video: Crafting the crafting system in Astroneer  
by Staff [09.02.20]
In this 2020 GDC Summer talk System Era Softworks' Aaron Biddlecom & Elijah O'Rear walk you through how they made extensive changes to Astroneer's crafting system without destabilizing the game. 
Indie, Design, Video, Vault

Blog: Finding retention influencers in Destiny 1
by Gamasutra Community [09.02.20]
The era of social media gave birth to influencers, however, this phenomenon also occurs in other types of social environments: games, for instance. Who are they? How can we find them?
Console/PC, Design

Blog: Democratizing PySpark for mobile game publishing  
by Gamasutra Community [09.02.20]
How Zynga analytics is leveraging the Spark big data platform to support game studios and publishing operations.
Smartphone/Tablet, Design, Business/Marketing

We need to take Steam wishlist quality more seriously 2
by Simon Carless [09.01.20]
When you're in development on a game - whether you're a small indie dev or a larger publisher - how do you know whether it's going to do well or not? Steam wishlists help a lot - but how about wishlist quality?
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Join Visual Concepts as a Camera Designer  
by Staff [08.31.20]
Our Agoura Hills studio is looking for a Camera Designer to design and implement game cameras that make players feel like they are part of the action. 
Design, Recruitment

Don't Miss: The nuts and bolts of Fable III 4
by Staff [08.31.20]
Now's a great time to take a look back at this 2010 interview with Fable III's lead designer Josh Atkins on the road to the last major Fable release.
Console/PC, Design

Blog: Why knowing how to focus and not to scope creep is an essential skill 5
by Gamasutra Community [08.31.20]
The second episode of 'Scope: Choose A Target! Focus! Shoot!,' where we explore the 'Focus!' part. Knowing how to focus and not to scope creep is an essential skill. Here's why.
Design

Video: How procedural environmental destruction works in Control  
by Staff [08.31.20]
In this GDC Summer session Remedy's Johannes Richter showcases the technology used and lessons learned creating the destructible world of the Oldest House in Control.
Console/PC, Design, Video, Vault

Video: An inside look at the making of Hardspace: Shipbreaker  
by Staff [08.28.20]
In this 2020 GDC Summer talk Blackbird Interactive's Rory McGuire and Elliot Hudson walk through the studio's process of designing its unique derelict spaceship slice-'em-up Hardspace: Shipbreaker
Console/PC, Design, Production, Video, Vault

Don't Miss: The creative process behind Alan Wake's American Nightmare 13
by Bryant Francis [08.28.20]
Alan Wake is waking up. Take a look back at the design process for his last adventure American Nightmare.
Console/PC, Design

Blog: The hidden art of pacing - Part 1  
by Gamasutra Community [08.28.20]
A three-part trip that aims to bridge the gap between writers and designers by breaking down conventional structures, removing standard features, and exchanging techniques.
Design

AI analysis: How traffic works in Cities: Skylines  
by Tommy Thompson [08.28.20]
The most challenging part of development. Let's explore the inner workings of Cities: Skylines citizen and traffic systems.
Console/PC, Indie, Programming, Design