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June 13, 2021
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Updates » Design
Dive into the dialogue of Hades at GDC 2021  
by Staff [04.13.21]
Supergiant Games' Darren Korb and Greg Kasavin will be discussing the development of Hades' dialogue at the all-digital GDC 2021!
Console/PC, Audio, Design

Blog: Using live biometric data to adapt a mood and enhance the player experience  
by Gamasutra Community [04.13.21]
This blog post will discuss the use of biometrics in the gaming industry. It will also discuss my research about: Enhancing the Player Experience Using Live Biometric Data to Adapt a Mood in a Virtual Reality Game Environment.
VR, Programming, Art, Audio, Design, Production

The Outriders approach to looter-shooter design  
by Bryant Francis [04.13.21]
Even though loot was a "day one" part of Outriders its creators explain why creating a loot system that worked closely with the players' skill tree took a long, long time.
Console/PC, Design

Blog: When and how game designers should use 'headwinds'  
by Gamasutra Community [04.13.21]
Using headwinds at the early stage of your game's design can keep the game feeling close, allow players to catchup and keep players interested until the end. But they are quite subtle and are often conflated with catch-up mechanisms, caps and tailwinds.
Design

Analysis: Apple vs. Epic - the key monopoly takeaways  
by Gamasutra Staff [04.12.21]
We read all 700 pages of the 'Apple vs. Epic' lawsuit, so you didn't have to - here's some of the key takeaways for Epic's pitch against App Store monopoly.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Video: Creating fan-ready fiction in Monster Prom  
by Staff [04.12.21]
In this 2021 GDC Showcase session, Beautiful Glitch's Julián Quijano discusses how fandoms and fan consumption work based on his experience making Monster Prom.
Console/PC, Design, Video

Get a job: PlayStation is hiring a Sr. Director, UX Design  
by Staff [04.09.21]
This person is a key member of the UX Design leadership team and is responsible for the design of signature PlayStation experiences on and off console.
Design, Recruitment

Blog: An essential guide to live ops - Part 3  
by Gamasutra Community [04.09.21]
A comprehensive guide to designing, planning, and implementing a winning live ops cadence for your game to maximize user engagement.
Design, Business/Marketing

Don't Miss: Designing the Elusive Target system in IO Interactive's Hitman 6
by Staff [04.09.21]
"They would be tough because players would have one chance to get them right, and the whole dynamic around how you play the game should change."
Console/PC, Design

Blog: The nemesis of narrative  
by Gamasutra Community [04.09.21]
The recent patenting of the Nemesis system in the Middle-Earth series is a blow to the ecological system of entertainment, where the game business runs the risk of painting itself into a corner.
Design

Blog: Charting the 10-year journey of Ultima Ratio Regum  
by Gamasutra Community [04.09.21]
Exploring the inner workings and 10-year journey behind the development of Ultima Ratio Regum: a roguelike that procedurally generates cultural human cultures.
Design, Production

Get a job: Join Volition as a Senior Technical Designer  
by Staff [04.08.21]
Volition is searching for a Senior Technical Designer with expertise in creating tools, improving pipelines and workflows, visual scripting, and prototyping.
Programming, Design, Recruitment

Don't Miss: Devs reflect on the influence and impact of Star Fox  
by Staff [04.08.21]
An original Star Fox programmer (who also coded the stretchy Mario 64 face) joins other devs influenced by his work to talk about the development and enduring legacy of Nintendo's first Super FX game.
Console/PC, Design, Production, History

Hades, Ghost of Tsushima and more await: Start planning your GDC 2021  
by Staff [04.08.21]
GDC 2021 is right around the corner, making now the best time to start planning out the sessions and talks that will define your event.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Making serious indie games - A first-year business postmortem 4
by Gamasutra Community [04.08.21]
An honest report about our first year as an independent studio looking at how we resurrected an old title, diversified our portfolio, tackled long-tail, and more!
Console/PC, Design, Business/Marketing

Blog: Narrative subtlety and atmospheric world-building in Cyberpunk 2077 3
by Gamasutra Community [04.08.21]
How Cyberpunk 2077's narrative subtlety and atmospheric world-building drives one of the best game experiences I've ever had.
Console/PC, Design

Don't Miss: Exploring the world-driven game design of Control 1
by Staff [04.07.21]
Remedy's Control was one of the most interesting games of last year because of its mysterious world where the mundane collided with the strange. Mikael Kasurinen and Brooke Maggs tell us the thinking behind the world-building.
Console/PC, Design

Steam's marketing tracking, Epic's exclusivity data & more  
by Gamasutra Staff [04.07.21]
The latest game discovery round-up looks at Steam's new UTM tracking solution, an Epic Game Store exclusivity database, and lots more besides.
Console/PC, Indie, Design, Business/Marketing

Opinion: Six Days in Fallujah tramples over the human cost of the Iraq War 4
by Bryant Francis [04.07.21]
The surprise revival of Six Days in Fallujah risks justifying the violence against the Iraqi people in the name of entertainment, writes Bryant Francis.
Console/PC, Design

Get a job: Join Sucker Punch Productions as a Senior Writer  
by Staff [04.06.21]
Sucker Punch is looking for a Senior Writer to join its writing team and help craft engaging narrative content for its next project.
Design, Recruitment