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March 5, 2021
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Updates » Design
Advocating for accessibility in video games 1
by Morgan Baker [02.10.21]
What is a 'fundamental alteration' and how can we use this language to promote accessibility?
Console/PC, Design

Get a job: Join Disbelief as a Technical UI Designer  
by Staff [02.08.21]
We are looking for a Technical UI Designer who is a self motivated problem solver, and will play an integral role in UX development on a variety of projects and UX pipelines.
Design, Recruitment

Can you cheat to get ahead on Steam?  
by Gamasutra Staff [02.08.21]
Can you get your game more positive reviews than it would otherwise deserve on Steam, and is this actually a good idea? (Spoiler: it's not...)
Console/PC, Indie, Art, Design, Production

Don't Miss: How Baldur's Gate 3 first approached the RNG of D&D-inspired dice rolls 2
by Staff [02.08.21]
At launch, dice rolls in Baldur's Gate 3 were played straight with pure RNG and no additional smoke and mirrors. Here's Larian Studios first lessons from developing a D&D game with honest to goodness random rolls.
Console/PC, Design

Blog: Building an arcade cabinet for the 21st Century  
by Gamasutra Community [02.08.21]
The unique challenges of designing a custom arcade cabinet in an indie game development studio and the time necessary to complete a game hardware project.
Design

How good camerawork enabled The Medium's two simultaneous worlds  
by Bryant Francis [02.08.21]
Bloober Team's Wojciech Piejko and Jacek Zieba break down how the game's camera helped the company make a horror game that renders two worlds at once on the new generation of Xbox consoles.
Console/PC, Programming, Design

Blog: A guide to building killer player support operations  
by Gamasuta Community [02.05.21]
How do you build player support operations for game studios? How do you set them up for success?
Design, Production, Business/Marketing

Blog: Set rotations in Magic The Gathering - A mobile F2P perspective 1
by Gamasutra Community [02.04.21]
We explain a content management structure that could boost both engagement and revenue on your title.
Smartphone/Tablet, Design, Business/Marketing

Get a job: Join Airship Syndicate as a Gameplay Event Designer  
by Staff [02.03.21]
Airship Syndicate is looking for an experienced gameplay event designer to both design and implement gameplay events in Unreal.
Design, Recruitment

What Stadia's pivot tells us about the future of cloud gaming  
by Gamasutra Staff [02.03.21]
Google Stadia has giving up on its plan to build out robust first-party dev studios for its cloud gaming platform. What gives, and what's next for cloud gaming? Here's some thoughts...
VR, Console/PC, Indie, Design, Business/Marketing

Video: How architecture can influence your game's worldbuilding  
by Staff [02.02.21]
In this 2018 GDC talk, Hybrid Architects' Sarah Bonser discusses ways that you can build your game's world through architecture.
Console/PC, Design, Video

Master the art of narrative design in Susan O’Connor’s GDC Masterclass!  
by Staff [02.02.21]
Sign up for Susan O'Connor's GDC Masterclass to improve your narrative design skills!
Console/PC, Design

Don't Miss: The creative challenges BioWare faced designing Mass Effect 3 17
by Staff [02.02.21]
Take a look back at this 2012 interview with Casey Hudson on the creative challenges his team faced while closing out the original Mass Effect trilogy.
Console/PC, Design

Is Steam really conspiring to price fix?  
by Gamasutra Staff [02.01.21]
A new class action lawsuit against Valve suggests that price fixing could be at play on Steam. Is this really happening, and if so, has antitrust law actually been breached? We look into it (& lots more!)
Console/PC, Indie, Design

The IGF 2021 deadline for submissions is today!  
by Staff [02.01.21]
Today is the last day to submit your game to the 2021 Independent Games Festival!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Analyzing Unexplored's secret cyclic dungeon generation  
by Gamasutra Community [02.01.21]
2017 dungeon crawler Unexplored pioneered a new approach to procedural dungeon generation by designing cycles of gameplay that are translated into level designs.
Console/PC, Programming, Design

Get a job: Join Gunfire Games as a Sr. Boss Designer  
by Staff [01.29.21]
The Boss Designer will work with the design leadership to implement compelling boss encounters from conceptualization to implementation utilizing Unreal 4.
Design, Recruitment

Blog: What I learned from doing a game jam every month for a year 1
by Gamasutra Community [01.29.21]
In 2020, I challenged myself to complete one game jam every month for the whole year. Here's what I learned.
Design, Production

Blog: How randomness contributes to strategic thinking 2
by Gamasutra Community [01.28.21]
By defining what makes a strategy game valuable, I explore how random outcomes contribute to strategic thinking and help us grow our creativity, problem solving abilities and connection to others.
Design

Don't Miss: Invoking the 'feel' of a classic game for Lara Croft Go 6
by Staff [01.28.21]
Lara Croft Go dev Antoine Routon describes how he and his team tried to recreate what they remember it feeling like to play the earliest Tomb Raider games, rather than the games themselves.
Smartphone/Tablet, Design