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September 26, 2021
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Updates » Design
Game discovery: where do short/niche games fit?  
by Gamasutra Staff [07.12.21]
How can games that don’t hew to today’s discoverability ideals actually get alone and do well in the market? Maybe we need a new business model for this...
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: How Nintendo devs grappled with making the first 3D Mario game 2
by Staff [07.12.21]
"Implementing jumping in 3D is really difficult," says Miyamoto in newly-translated Super Mario 64 chats. "We had to design the levels so that as long as your jump was 'close enough', you’d make it."
Console/PC, Design, Production

Psychonauts 2's invincibility toggle aims to ensure difficulty doesn't get in the way of play 1
by Alissa McAloon [07.12.21]
"All people should be able to enjoy games. All ages, all possible needs. It's an ongoing and important process for our industry and a challenge we need to [meet]."
Console/PC, Design

Blog: Analysing the UI information presentation of games  
by Gamasutra Community [07.12.21]
The information level of game UI interface is important for users to get effective information. It reflects the logical structure of information presentation in the game interface.
Console/PC, Smartphone/Tablet, Design

Sponsored Content
Six key tools to help break into the game industry
by Full Sail University [07.12.21]
Sponsored: As the gaming industry continues to rapidly expand, it is important to hone the skills necessary to help you stand out in a hiring pool.
Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Blog: Breaking down the key systems of You Will Be Found  
by Gamasutra Community [07.12.21]
In this article I provide a technical breakdown of some key systems in You Will Be Found, including client-server link, client and server side balancing, and some visual effects.
Console/PC, Design, Production

Get a job: Genvid Technologies is hiring a Senior UX Designer  
by Staff [07.09.21]
The Senior UX designer, acting as the first dedicated subject matter expert in UX, will be pivotal in shaping the framework of the Genvid user experience.
Art, Design, Recruitment

Are these really the 'ugly truths' for indie publishers? 1
by Gamasutra Staff [07.09.21]
A look at some controversial views on indie publishers, the latest public contract in the game publisher space, and lots more besides.
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [07.08.21]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Console/PC, Indie, Design

Blog: Initial thoughts on Rational Design 2
by Gamasutra Community [07.08.21]
The idea of Rational Design, born more than 10 years within the walls of Ubisoft, is still living and breathing. Here, Alexis Jolis-Desautels provides some initial thoughts on why the idea is more relevant now than ever
VR, Console/PC, Indie, Design, Production

Blog: An ode to optimization video games 3
by Gamasutra Community [07.07.21]
A subgenre of strategy games, optimization/logistics games have attracted fans to a different kind of gameplay and thinking that I wanted to talk about today.
Console/PC, Indie, Design

Q&A: Developing the visually striking Death Trash  
by John Harris [07.07.21]
"There’s depth in the Death Trash world," says creator Stephan Hövelbrinks. "It's just consumed in a different way."
Console/PC, Indie, Art, Design, Production, Video

Blog: The future of interactive characters - Why games need believable NPCs  
by Gamasutra Community [07.06.21]
In this final post, we discuss four reasons why games need better NPCs: 1) players want them, 2) bad character AI is a creative bottleneck, 3) better collaborative NPCs can make games more inclusive, 4) they're a necessary part of our 3D & XR future.
VR, Console/PC, Smartphone/Tablet, Design, Production

What do devs really want from a game platform?  
by Gamasutra Staff [07.06.21]
Sometimes, as a game’s creator and 'the little guy', you feel helpless in the face of 'the big guy'. So let's talk about game platforms, and what devs need from them!
VR, Console/PC, Indie, Design, Production, Business/Marketing

Video: Creating branching narrative for location-based AR games.  
by Staff [07.06.21]
In this 2019 GDC talk, Playlines' Robert Morgan breaks down the challenges of designing branching digital narratives for real spaces and real players.
Design, Video

Blog: The importance of believable non-player characters - a review 8
by Gamasutra Community [07.05.21]
There's plenty of research suggesting players really want non-player characters to be more believable and meaningful. Let's discuss it here.
Programming, Design

Don't Miss: Designing the combat for Doom Eternal  
by Bryant Francis [07.02.21]
Take a look back at this chat with Hugo Martin about the combat design of Doom Eternal.
Console/PC, Design

Blog: The back half problems of horror design 3
by Gamasutra Community [07.02.21]
In this post, I want to talk about how most horror games tend to run out of steam before the end, and where things can be improved.
Design, Production

Report: Narrative designers and writers laid off at Love Island dev Fusebox  
by Chris Kerr [07.02.21]
Love Island: The Game developer Fusebox Games has reportedly laid off a number of writers and narrative designers.
Design, Production, Business/Marketing

Don't Miss: The making of Star Wars: The Old Republic 4
by Staff [07.01.21]
Go behind the development of Star Wars: The Old Republic in the lead-up to its launch in 2011.
Console/PC, Programming, Design