Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 18, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Blog: Analysing the level design in The Witcher 3: Wild Hunt 4
by Gamasutra Community [08.13.20]
A level design breakdown of one of the most iconic levels of The Witcher 3: Wild Hunt, Oxenfurt. Methods and production processes for recreating a level inside UE4.
Console/PC, Design

Video: Speedrunning Skyrim with Skyrim dev Jonah Lobe  
by Staff [08.12.20]
See how runners find the tricks that developers use to make the game functional in order to beat the game at top speeds in this GDC Summer session, now up for free on the official GDC YouTube channel!
Console/PC, Art, Design, Video, Vault

Get a job: Join Airship Syndicate as a Mid to Senior Worldbuilder  
by Staff [08.12.20]
We're currently working on an unannounced PC/console title (with an exciting pedigree), and need help bringing the game world to life.
Design, Recruitment

GDC reveals upcoming virtual program, 2021 event lineup 1
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Designing the weapon-crafting system of Mercenary Kings 10
by Staff [08.12.20]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design

Blog: Scope - Choose A Target! Focus! Shoot!  
by Gamasutra Community [08.12.20]
This is the first of a series of articles about Scope, where I try to pass on some of my knowledge on the topic and some mechanisms that help control it.
Console/PC, Design

Three nasty netcode bugs we fixed around Blightbound's launch 6
by Gamasutra Community [08.12.20]
This post discusses three of the more interesting net code bugs I've seen in the past few years, explaining some important netcode principles along the way.
Programming, Design

Why are you making your game's store page unattractive? 4
by Gamasutra Community [08.11.20]
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's what you should be doing.
Design, Business/Marketing

Blog: Creating a progression curve for your casual game 1
by Gamasutra Community [08.11.20]
The goal of this article is to show a general approach to the progression curve fitting based on simulations that can be undertaken on a stage of the economy design prior to launch.
Design, Business/Marketing

Game Discoverability Now: How big is your game's Discord? (Not this big!)  
by Simon Carless [08.10.20]
Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Five secrets of game art direction  
by Chris Kerr [08.07.20]
Getting the art of your game right is a big part of creating something successful, but it isn't easy. In this post, I reveal five lessons I've learned from managing art teams over the past decade.
Art, Design

Blog: The value trap of free-to-play design 5
by Gamasutra Community [08.07.20]
Free-to-play design has attracted many gamers and developers to it for its low cost of entry. Today, we're going to talk about the cost that keeps people playing them to the point of manipulation.
Design

Five tips for making better loot experiences in games 2
by Bryant Francis [08.06.20]
In tabletop games, the art of collation determines how players receive randomized items when buying blind-item packs. According to designer Eric Engelhard, those systems can work in video games too.
Console/PC, Design, GDC

How Teamfight Tactics was designed to target former League of Legends players  
by Bryant Francis [08.06.20]
At GDC Summer, Teamfight Tactics design lead David Abecassis broke down how Teamfight Tactics was designed to appeal to League of Legends players who've drifted off from high-level play.
Console/PC, Design, GDC

Using emotion to drive social play in Sky: Children of the Light  
by Chris Kerr [08.06.20]
Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light
Console/PC, Smartphone/Tablet, Design, Production, GDC

Blog: Using Wikipedia as an interactive narrative device 2
by Gamasutra Community [08.06.20]
An examination of how using Wikipedia as a narrative medium can provide novel approaches to interactivity and non-linearity.
Design

Don't Miss: What went right (and wrong) during the development of Spider-Man (2002) 3
by Staff [08.05.20]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production

Blog: Expression-bodied members to reduce your code verbosity 2
by Gamasutra Community [08.05.20]
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
Design

Legible font (still) one of the biggest accessibility issues in games 1
by Kris Graft [08.05.20]
Game accessibility has come a long way in recent times, but there are still important areas in need of improvement. Not the least of which is making game text easier to read for a wider range of people.
Art, Design, GDC

How Pokemon Go evolved in response to the COVID-19 pandemic 1
by Bryant Francis [08.05.20]
When COVID-19 exploded across the globe, Pokemon Go players needed to stay inside. Here's how Niantic helped them do that while still playing the game.
Smartphone/Tablet, Design, GDC