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March 5, 2021
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Updates » Design
Blog: Five insights from 3700 reviews of Cyberpunk 2077 1
by Gamasutra Community [01.28.21]
To get at the heart of the factors driving the positive and negative reviews of Cyberpunk 2077, my team analyzed 3,700 Metacritic reviews. This post highlights five takeaways from the analysis.
Design

Roguelikes and narrative design with Hades creative director Greg Kasavin  
by Kris Graft [01.28.21]
On GDC Podcast episode 16 we're joined by Greg Kasavin, creative director at Hades developer Supergiant Games. We talk narrative design, his journey from game journalist to game developer and the allure of the roguelike genre.
Console/PC, Indie, Design, Podcast

The 'fab four' game marketing maxims to live by 1
by Gamasutra Staff [01.27.21]
Riffing off a Tweet from Failbetter's Hannah Flynn, we look at four key indie game marketing maxims, with help from The Beatles, and why you should pay attention to them.
Console/PC, Design, Production, Business/Marketing

Don't Miss: How Monster Hunter: World's director breathed new life into the series 1
by Staff [01.27.21]
"The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

The Last of Us Part II leads the 2021 DICE Awards nominations  
by Chris Kerr [01.27.21]
The nominations for the 24th Annual D.I.C.E. Awards have been announced by the Academy of Interactive Arts & Sciences, and The Last of Us Part II is leading the charge. 
VR, Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production

Blog: A design discussion on Death Stranding 2
by Gamasutra Community [01.27.21]
For this analysis, I looked at Death Stranding and how one of the most polarizing games of the last generation holds up from a design perspective.
Design

Don't Miss: Creating the 'hidden horror' of Observer  
by Staff [01.25.21]
Observer is a cyberpunk horror game from Polish studio Bloober Team. They stress that it isn't a survival horror experience--they prefer to call it "hidden horror" or "catharsis 2.0."
Console/PC, Indie, Design

Pitch your talks for GDC 2021’s Summits, VRDC, and Game Career Seminar!  
by Staff [01.25.21]
Submissions are now open for GDC 2021's Summits, VRDC, and Game Career Seminar!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The development decisions and design choices behind Speed Limit  
by Gamasutra Community [01.25.21]
A look into the game development process of Speed Limit and (un)popular game design choices we had to make to align gameplay perfectly with our vision for the game.
Design, Production, Business/Marketing

Blog: Microtransations and the race to the bottom 3
by Gamasutra Community [01.25.21]
Or the unexpected virtue of monetizing video games through microtransactions.
Design, Business/Marketing

Blog: The 'Boogle House' of cross-platform development - Part 2 1
by Gamasutra Community [01.22.21]
Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached.
Design

Blog: Everything you need to know about LiveOps in 2021  
by Gamasutra Community [01.22.21]
The world of games today is unlike anything we’ve ever seen. Fast-moving. Boundary-pushing. Exploding with new features, new abilities, and new methods for keeping players engaged. Are you keeping up?
Design, Business/Marketing

Get a job: Join InnoGames as a Game Designer  
by Staff [01.21.21]
For a new unannounced game, InnoGames are looking for a Game Designer. Your task will be the design of new game features and the creation of new events for this game.
Smartphone/Tablet, Design, Recruitment

Don't Miss: The Cabal - Valve's design process for creating Half-Life 10
by Staff [01.21.21]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Design, Production

New Masterclass addition: Susan O'Connor's narrative design course returns!  
by Staff [01.21.21]
Susan O'Connor returns with another GDC Masterclass session for narrative designers! Register now before seats are all gone.
Console/PC, Design, GDC

Here's what to expect from GDC Showcase  
by Staff [01.21.21]
Here's a quick breakdown of what kind of talks and sessions you can expect at GDC Showcase in March.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The scary secrets of horror design from Silent Hill 4 3
by Gamasutra Community [01.21.21]
We're revisiting Silent Hill for today's design post and how what many consider to be the start of the decline of the famous series still has essential lessons on horror design for modern titles.
Console/PC, Design

Steam 'prologues'... do they really help? 2
by Gamasutra Staff [01.21.21]
Steam prologues - those things where you take a short excerpt of your game and launch it on a completely separate Steam page? Are they a big booster of interest? Let's find out...
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Insomniac Games is hiring a Facial Character TD  
by Staff [01.20.21]
Insomniac is looking for a rockstar Facial Character TD’s to be responsible for authoring facial rigs and facial riggings systems from scratch or utilizing a variety of high-resolution scan-data.
Design, Recruitment

Blog: Understanding the types of game currencies in mobile free-to-play 2
by Gamasutra Community [01.20.21]
Currencies are the pillar of any F2P in-game economy. But what types of currencies are out there, and which ones does your game need?
Smartphone/Tablet, Design, Business/Marketing