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March 5, 2021
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Updates » Design
The English translation of Ask Iwata will arrive in April this year  
by Chris Kerr [01.08.21]
Ask Iwata, a book containing words of wisdom from former Nintendo CEO and president, Satoru Iwata, will be released in English for the first time in April this year. 
Programming, Design, Production, Business/Marketing

Blog: How many currencies should my game have? 1
by Gamasutra Community [01.08.21]
Wondering how many currencies to use in your free-to-play game? Or what should be their unitary prices? Or how to avoid that they suffer devaluation? This article might help you!
Design

Blog: A BioShock Infinite level design analysis - Part 4  
by Gamasutra Community [01.07.21]
This fourth part of this analysis will cover enemies and the concept of "difficulty" in BioShock Infinite.
Console/PC, Design

Last call: Submissions for GDC 2021 Core Concepts close on Monday  
by Staff [01.07.21]
Submissions for GDC 2021 Core Concepts talks are closing on January 11th at 11:59PM PST.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Studying physical elements of play  
by Gamasutra Community [01.07.21]
This paper looks at the physical elements of play (game pieces, rules, the board etc.) and how they influence player's decisions and interactions with the game.
Design

Blog: Have video games become products like any other? 3
by Gamasutra Community [01.07.21]
When we buy a defective product, we report it and demand either a replacement or a refund. But when we buy a deficient video game, we tend to see it as part of what a player has to endure.
Console/PC, Design, Business/Marketing

Discount strategy: your key post-launch game discovery tool  
by Gamasutra Staff [01.07.21]
So, when your game has been released, how do you get people to keep talking about it or buying it? Discounts are key, but are you looking at comparables, & do you have a methodical strategy?
Console/PC, Indie, Design, Business/Marketing

Blog: Deconstructing the product strategy of PC Building Simulator  
by Gamasutra Community [01.07.21]
Once a game reaches maturity, how can it keep generating revenue and maintain player interest? We talk about that while analyzing the challenges and opportunities on PC Building Simulator.
Design, Business/Marketing

Blog: An empathy-driven way to design games  
by Gamasutra Community [01.06.21]
The 'Interactive Empathy and Embodiment' framework is an innovative, sensory design approach to game design founded on traditional craft.
Design

Video: Clint Hocking's 2011 game design keynote  
by Staff [01.06.21]
How do games generate meaning? In this 2011 GDC session, veteran game designer Clint Hocking explores the ways that game mechanics help players to derive meaning from their time with them.
Console/PC, Design, Video

Blog: The JRPG startup cost - Part 3 1
by Gamasutra Community [01.06.21]
The evolution of JRPGs in the 6th console generation. The rise of 3D environments, abstract game systems, and ever-younger protagonists.
Design, Business/Marketing

Blog: Getting started with ray-tracing in Unity  
by Gamasutra Community [01.06.21]
Here's one of the questions that I often get when it comes to ray-tracing in Unity: how do I get started? Let me help you out with that.
Programming, Design

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Bryant Francis [01.05.21]
Take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Indie, Design

Blog: Historians discuss Call of Duty: Black Ops Cold War  
by Gamasutra Community [01.05.21]
Historians Bob Whitaker, Chris Dietrich, and Joe Parrott discuss Call of Duty: Black Ops Cold War. Topics include the Cold War in the 1980s, Operation Fracture Jaw, and the game's depiction of Ronald Reagan.
Design

Gamasutra's Best of 2020: The top 10 game developers of the year 3
by Staff [01.05.21]
Selecting 10 studios for our top game developers list is difficult every year, but this year was one of the toughest to narrow down.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Quantifying the Xmas day video game sales bump  
by Gamasutra Staff [01.04.21]
What does Xmas Day mean for game sales nowadays? Does unwrapping game consoles under the Christmas tree mean that digital game sales shoot up over the holidays? We examine the evidence.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Crafting mobile-friendly atmospheric storytelling in Sky: Children of the Light  
by Staff [01.04.21]
thatgamecompany's Eileen Hollinger and Tim Nixon sat down with Gamasutra to explain how the studio's visual storytelling style plays out in Sky and how it molds meaningful multiplayer moments.
Console/PC, Smartphone/Tablet, Indie, Design

Steam's end of year bonanza gets 'experimental'  
by Gamasutra Staff [12.30.20]
It’s good to see that Valve is trying new things to deepen discovery. Alongside the Winter Sale this year, they’ve unveiled faceted browsing, a new way to explore sales on Steam.
Console/PC, Indie, Design, Production, Business/Marketing

Gamasutra's Best of 2020: The top 10 games of the year  
by Staff [12.28.20]
Here are 10 games that offered some escapism, some human connection, a joyful retreat from the turmoil we faced and continue to face.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

What makes for a good game publishing contract? 1
by Gamasutra Staff [12.27.20]
Raw Fury (Kingdom, Backbone) has made public its full publishing agreement, including revenue % - as has Whitethorn Digital. What are they like, and what should we take away? Opinions within...
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing