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November 26, 2020
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Updates » Design
Bending the world of Blightbound to lower the horizon  
by Gamasutra Community [10.27.20]
This blog shows how in Blightbound we kept the horizon on-screen by subtly bending the world.
Console/PC, Design

Clever game dev tech is at the core of Watch Dogs Legion's London  
by Alissa McAloon [10.26.20]
A recent story from The Washington Post dives into how Ubisoft approached developing a game where the concept of a non-player character doesn't really exist.
Console/PC, Programming, Design

Don't Miss: 7 examples of game AI that every developer should study 5
by Staff [10.26.20]
These games are all notable for the interesting, clever, novel ways in which they use AI. All are worth a closer look if you're eager to let a little algorithmic thinking improve your game design.
Console/PC, Indie, Programming, Design

Master your grasp of player psychology in Celia Hodent's UX Masterclass  
by Staff [10.26.20]
UX expert and consultant Celia Hodent is offering a GDC Masterclass on player psychology and user experience. Register today!
Console/PC, Design

Microsoft explains how the Xbox Series S and X will shape up on day one 1
by Chris Kerr [10.26.20]
Microsoft has put together an in-depth preview revealing what owners should expect when they boot up the next-gen machines on day one.
Console/PC, Design, Video

Implementing screen space reflections in Blightbound  
by Gamasutra Community [10.26.20]
SSR is a fun, useful way of creating detailed, dynamic reflections in games. This post shows how I implemented the technique in Blightbound and how it works.
Console/PC, Programming, Design

PlayStation's new (web) store, genre viability & more  
by Gamasutra Staff [10.23.20]
What's up with the new PlayStation web store? How about genre viability on Steam? This and many other questions will be answered in the latest game discovery round-up...
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Video: How internal game jams can help art teams.  
by Staff [10.23.20]
In this 2018 GDC session, Riot Games' Peet Cooper goes over his experiences and some invaluable lessons he has learned from doing internal game jams like Riot's Thunderdome.
Console/PC, Design, Video

We need to talk about Steam & China 1
by Gamasutra Staff [10.22.20]
What's going on with Steam in China, and what's going to happen in the future? Take a trip though the possibilities, the government licensing complexities, and more!
Console/PC, Indie, Art, Design, Production, Business/Marketing

Get a job: Question is hiring a Level Designer  
by Staff [10.22.20]
The folks at Question are looking for a talented Level Designer for their team. Apply now!
Console/PC, Design, Recruitment

EA hit with class action lawsuit in Canada over loot box usage  
by Chris Kerr [10.22.20]
A class action lawsuit has been filed against EA in Canada accusing the publisher of breaching the country's Criminal Code by including loot boxes in its games. 
Console/PC, Design, Business/Marketing

Video: The developers of Ghostrunner discuss the making a cyberpunk platformer  
by Staff [10.21.20]
Check out this conversation with the folks behind the upcoming cyberpunk platformer Ghostrunner.
Console/PC, Design, Video

Don't Miss: The designer is god--or the devil--in The Talos Principle 4
by Staff [10.21.20]
The Talos Principle presents players with theological questions as well as puzzles. 'The Garden of Eden is a perfect fit for a story about creating a new intelligence,' says co-writer Jonas Kyratzes.
Console/PC, Indie, Design

Video: The origins of Starlink: Battle for Atlas  
by Staff [10.20.20]
In this 2018 GDC talk, Ubisoft's Matthew Rose share how a small team approached a mandate to innovate by employing game jam techniques and rapid prototyping to build Starlink: Battle for Atlas.
Console/PC, Design, Video

Don't Miss: Crafting Danganronpa to surprise players 1
by Staff [10.20.20]
The series' writer/director Kazutaka Kodaka dives into his approach to game writing and development in this extensive new interview on the award-winning, cult-hit franchise.
Console/PC, Design

The Video Game History Foundation is working to save our source code  
by Chris Kerr [10.20.20]
The Video Game History Foundation (VGHF) wants to save our source code with a new initiative called the Video Game Source Project.
Programming, Art, Design, Production, Business/Marketing

New non-profit Hit Save! wants to help preserve video games and their history  
by Chris Kerr [10.20.20]
A new video game preservation initiative has been launched in the form of Hit Save!, a registered non-profit dedicated to preserving video games and the history behind them.
Console/PC, Smartphone/Tablet, Design, Production

Q&A: Designing for seasons in bumbling platform royale Fall Guys  
by Chris Kerr [10.20.20]
"With Fall Guys, one thing that’s fun is that we actually want inconsistent difficulty between stages -- we want players to have that 'oh shit' moment when Slime Climb turns up."
Console/PC, Design, Production, Video

What happened with Microsoft's Switch publishing experiments?  
by Gamasutra Staff [10.19.20]
This game discovery look examines an interesting area of research - how Microsoft playing nice with other platforms looks to have been an attempt to extend the Xbox ecosystem to those very platforms.
Console/PC, Indie, Design

Don't Miss: How the developers of New Vegas took back Fallout 17
by Staff [10.19.20]
In this 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting Fallout: New Vegas and returning to their roots.
Console/PC, Art, Design