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November 26, 2020
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Updates » Design
Don't Miss: Building a light-hearted puzzle game around Friday the 13th  
by Staff [11.03.20]
"We were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design

Video: Creating Michelangelo's David in VR  
by Staff [11.03.20]
In this 2018 GDC talk, Epic Games' Christopher Evans goes over the process he and his colleagues stumbled down to get a billion polygon dataset of Michelangelo's David captured in 1999 with no UVs or textures, into a game engine at a high fidelity.
VR, Design, Video

Blog: What I learned after making an Among Us-like game in 10 days  
by Gamasutra Community [11.03.20]
We joined a game jam by Devolver Digital and made a multiplayer social deduction game in 10 days.
Console/PC, Design

A Children of Morta development and post-launch postmortem  
by Gamasutra Community [11.03.20]
This article will describe the main lessons we learned during the development of Children of Morta and the year post-launch.
Console/PC, Design, Production

Video: Building a writer's room for Life is Strange: Before the Storm  
by Staff [11.02.20]
In this 2018 GDC session, Deck Nine Games' Zak Garriss explains how he adapted a TV writers' room structure for the production of the 1500+ page script for Life is Strange: Before the Storm.
Console/PC, Design, Video

Don't Miss: Building the PvE features in World of Warcraft: Battle for Azeroth 6
by Bryant Francis [11.02.20]
Take a look back at this 2017 chat about how the expansion aims to help World of Warcraft create new co-operative experiences.
Console/PC, Design

Get a job: Join Gearbox as an Enemy Designer  
by Staff [10.30.20]
An Enemy Designer is responsible for taking bosses and enemies from paper design to shipping quality, and ensuring they present well throughout the game
Design, Recruitment

Blog: A study on modern mobile design 1
by Gamasutra Community [10.30.20]
Mobile games have grown dramatically over the last decade, and with the latest success of Genshin Impact, it's time to talk about how mobile game design has change in terms of its market appeal.
Smartphone/Tablet, Design

Get a job: Join Question as a Level Designer  
by Staff [10.29.20]
The position is paid, remote full-time work in a highly collaborative (though virtual!) environment. Previous multiplayer level design work is required.
Design, Recruitment

Don't Miss: The six year journey to Donut County  
by Staff [10.29.20]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Indie, Art, Design, Business/Marketing

The big boost - PlayStation Plus & Fall Guys' success?  
by Gamasutra Staff [10.29.20]
Was launching Fall Guys on PlayStation Plus a smart discoverability insurance policy, or a big waste of money? This and a whole bunch of other game discovery thoughts within...
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Blog: Breaking down the level design of Die Young: Prologue  
by Gamasutra Community [10.29.20]
The article describes the process that guided me in designing the levels of DY: Prologue, and my attempt to translate a three-act story structure into level design.
Console/PC, Design

Get a job: Join Rogue Harbour as a Game Economy Designer  
by Staff [10.28.20]
The successful candidate should have a wealth of experience and a successful track record in balancing economy-driven games. 
Design, Recruitment

Don't Miss: Why Clint Hocking wanted every NPC in Watch Dogs: Legion to be playable 1
by Bryant Francis [10.28.20]
Veteran game designer Clint Hocking shares his thoughts about making every NPC playable in Ubisoft's new game Watch Dogs: Legion.
Console/PC, Design

Facebook's cloud gaming push, why social gaming took off, more!  
by Gamasutra Staff [10.28.20]
What's up with Facebook's cloud gaming push? Why did social gaming take off during COVID? And how do you write the perfect pitch email? Discovery news galore within...
Console/PC, Indie, Design, Production, Business/Marketing

Taking the citybuilding genre to the skies in Airborne Kingdom  
by Bryant Francis [10.28.20]
Zach Mumbach and Ben Wander break down the design decisions for their studio's upcoming game Airborne Kingdom.
Console/PC, Design, Video

Get a job: Gearbox is hiring a Systems Designer  
by Staff [10.27.20]
This role is focused on creating gameplay systems and systemic content that result in a fun, imaginative, rewarding experiences for all players.
Design, Recruitment

Don't Miss: Looking back at Left 4 Dead's dynamic AI 6
by Staff [10.27.20]
Take a look back at this 2013 blog about the unique way the series' AI system fueled the procedural narrative of the classic zombie game.
Console/PC, Social/Online, Design

Call for data: (Steam) game revenue over time?  
by Gamasutra Staff [10.27.20]
So your game made $50k in its first week on Steam. But at the end of Year 1, will you have $100k or $250k? Fill in the survey to find out averages! (Plus: bonus takeaways from previous surveys.)
Console/PC, Indie, Design, Production, Business/Marketing

Video: A better way of depicting war in games  
by Staff [10.27.20]
In this 2018 GDC session Bohemia Interactive's Andrew Barron discusses his experience making game-based training simulators for military use to help developers better understand the realities of war.
Console/PC, Design, Video