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December 16, 2019
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Updates » Design
Blog: Making a successful indie game using the GemuKai framework 3
by Gamasutra Community [11.11.19]
GemuKai is a framework for indie game development teams to define a project which brings the best development experience and the most possible success.
Design

Why the Hearthstone devs wanted to make an auto battler 1
by Bryant Francis [11.11.19]
Blizzard producer Melissa Corning and game designer Dean Ayala discuss the inception of the new auto battler Hearthstone: Battlegrounds.
Console/PC, Design

Video Game Deep Cuts: Disco Elysium Gives You A Pistol Whip  
by Gamasutra Staff [11.10.19]
This week's roundup includes pieces on Disco Elysium & Pistol Whip, as well as the science of addiction, Japanese arcades, cryptography in Mario Maker 2, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How to make your game more metal  
by Staff [11.08.19]
In this 2017 GDC talk, Dakota State University's Jeff Howard explores how themes common in the heavy metal genre can become a foundation for video game storytelling.
VR, Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: How moving from 2D to 3D shaped the design of Risk of Rain 2 1
by John Harris [11.08.19]
Risk of Rain 2 developer Hopoo Games opens up about the process of taking its acclaimed 2D roguelike into 3D, and what it takes to build a great roguelike with a small team.
Indie, Design

Steam game sales for 'the other 50%' 12
by Simon Carless [11.08.19]
So, I've been spending time corresponding with the kind folks who replied to my 'call for Steam data'. This is the first in a series of columns exposing some of that data - or interviewing folks anonymously about their experiences.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: Designing decisions that matter in Orwell 2
by Daniel Marx [11.07.19]
"In this article I will describe the iterations and considerations during the development process that shaped the choice-based mechanic and the feeling of impactfulness of decisions in the final game."
Console/PC, Indie, Programming, Design

Blog: A battle royale analysis from Q3  
by Gamasutra Community [11.07.19]
Following its strongest quarter in Q2, the mobile battle royale segment outside of mainland China is showing signs of weariness.
Design, Business/Marketing

Learn Blizzard's lessons from 15 years of World of Warcraft world-building at GDC 2020  
by Staff [11.07.19]
World of Warcraft is one of history's most popular and longest-running MMORPGs, and at GDC 2020 in San Francisco you'll enjoy a rare look inside how this enduring virtual realm was built!
Social/Online, Design, GDC

Blog: Is it my Genre? A Mutazione trailer analysis  
by Gamasutra Community [11.07.19]
A trailer breakdown of Mutazione is the best way I know how to start discussing genre in game marketing.
Design, Business/Marketing

Blog: When theme and mechanics collide 5
by Gamasutra Community [11.07.19]
Examining the disconnect between mechanics and theme in games like Overland and The Banner Saga.
Console/PC, Design

Turning love into a cooperative game mechanic in The Game Bakers' Haven  
by Aron Garst [11.07.19]
The team at Haven dev The Game Bakers set out to make a different sort of game about romance and use love, not as a goal or reward, but as a mechanic and system felt throughout every aspect of the game.
Smartphone/Tablet, Indie, Design, Video

Video: How Inkle created a dynamic detective story in Heaven's Vault  
by Staff [11.06.19]
In this 2018 GDC talk, inkle's Jon Ingold outlines the strategies the team employed to design their sci-fi detective game Heaven's Vault.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Making beautifully personal games with Nina Freeman - GDC Podcast ep. 3  
by Staff [11.06.19]
Nina Freeman is a designer at Tacoma developer Fullbright, and is also known for making intensely personal games like Cibele. She joined us to talk about how she takes autobiographical topics and turning those into brilliantly evocative games.
Indie, Design, Podcast, GDC

Check out this highlight reel of remarkable games submitted to Alt.Ctrl.GDC  
by Staff [11.06.19]
Want to see some inspired game design? Organizers have collected 60+ Alt.Ctrl.GDC videos showcasing many of the zany creations pitched to GDC's alternative controller game showcase over the years.
Indie, Design, alt ctrl gdc

Supercell scraps upcoming title Rush Wars after failing to find the fun 1
by Chris Kerr [11.06.19]
Supercell has scrapped upcoming "build and battle" title Rush Wars after the beta was met with a  lukewarm reception. 
Smartphone/Tablet, Design, Production, Business/Marketing

How Blasphemous' level design iterates on classic Metroidvanias  
by Jack Yarwood [11.06.19]
The Game Kitchen's Enrique Colinet, level designer on Blasphemous, gives a behind the scenes look at the design and iteration of levels, from whiteboard to final product.
Console/PC, Indie, Design, Video

Get a job: Simutronics is hiring a UI/UX Designer  
by Staff [11.05.19]
Simutronics is expanding its awesome team and we are looking for a UX/UI Designer who can develop user interfaces from concept to completion.
Design, Recruitment

Learn what makes Apex Legends' ranked leagues tick at GDC 2020!  
by Staff [11.05.19]
Respawn's Apex Legends is one of the biggest games in the world, and at the Game Developers Conference next year you'll have an opportunity to learn how its rock-solid Ranked leagues work!
Social/Online, Design

Don't Miss: Designing the stealth, economy, and encounters of Horizon Zero Dawn  
by Staff [11.04.19]
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures.
Console/PC, Design