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Updates » Design
Blog: Understanding the reality of game development 4
by Gamasutra Community [08.13.19]
In this piece, I share my thoughts and experiences on what it means to make video games for a living, with insights from developers I've met over the past seven years.
Design

Blog: Lessons learned from the development of Vicious Circle  
by Gamasutra Community [08.13.19]
I sit down with the Head Designer of Vicious Circle, the newest game from Rooster Teeth. We discuss how the game came to be, and some of the lessons learned along the way.
Design

Don't Miss: How data miners shed light on P.T.'s ghost story 1
by Staff [08.12.19]
In this excerpt of his ebook "P.T. - A Video Game Ghost Story," Gamasutra contributor Joel Couture chats with P.T. data miner luxox18 about some of the secrets he's found in the game.
Console/PC, Design

PSA: Thursday is your last day to pitch Core Concepts talks for GDC 2020!  
by Staff [08.12.19]
GDC 2020 is still accepting pitches to present lectures, roundtables, and panels for the Core Concepts part of the event -- but submissions close this Thursday, August 15th at 11:59 PM PT! 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The big game branding 101 3
by Chris Kerr [08.12.19]
A whistle-stop tour of game-branding from my experience in indie and triple-A publishing. This guide details seven actionable steps to creating an identity for your game - from concept to execution.
Design, Business/Marketing

The door problem of combat design 8
by Gamasutra Community [08.12.19]
An examination of classic level design and techniques for inviting the player into arenas instead of fighting from the doors.
Design

Video Game Deep Cuts: Eliza's Moral Panic Over Wii Sports  
by Gamasutra Staff [08.11.19]
This week's roundup includes a look at new Zachtronics title Eliza, the moral panic about Fortnite and 'good play', and the incredible Wii Sports speedrunners, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A decade of improving the approachability of fighting games  
by Staff [08.09.19]
In this 2019 GDC talk, Iron Galaxy Studios' Noah Sasso surveys the ways devs have attempted to broaden the audience for one of the oldest and most exciting genres in the industry: fighting games.
Console/PC, Indie, Design, Business/Marketing, Video, Vault

Don't Miss: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto 1
by Staff [08.08.19]
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
Console/PC, Indie, Design

Now's the time to submit your best Design talk ideas for GDC 2020!  
by Staff [08.08.19]
If you have a great idea for a talk that would fit in well with the Design track at GDC 2020 in March, organizers want to hear it -- before submissions close next Thursday, August 15th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: Avoiding helplessness - The worst feeling in games 7
by Gamasutra Community [08.08.19]
Nobody likes feeling powerless, especially in video games. If your game makes players feel this way they will often simply put it down and play something else instead. Here's how to avoid that.
Design

Breaking down the rich and complex AI of Hitman  
by Gamasutra Community [08.08.19]
One of the most complex simulations in triple-A games, IO Interactive's Hitman titles are laced with AI systems that helped bring their fictional worlds to life.
Console/PC, Programming, Design

Watch Creature in the Well dev Adam Volker break down its pinball-based puzzles  
by Bryant Francis [08.07.19]
Watch a design breakdown of the pinball-based puzzles that make up Creature in the Well.
Console/PC, Design, Video

Video: A postmortem of indie kingdom-builder Kingdoms and Castles  
by Staff [08.07.19]
In this 2019 GDC session, Lion Shield LLC's Peter Angstadt walks through the development and release of the studio's popular city-building game Kingdoms & Castles.
Indie, Design, Production, Video, Vault

Blog: How I got my Nintendo Switch port to run at 60fps 3
by Gamasutra Community [08.07.19]
A reflection on my experience with Early Access. This blog may help offer some insight to other developers looking to enter the program.
Programming, Design

Chat with Creature in the Well dev Adam Volker at 3PM EST  
by Bryant Francis [08.07.19]
Chat with one of the creators of pinball-meets-Zelda hack-and-slash game Creature in the Well at 3PM EST.
Console/PC, Design, Video

Blog: The glorious, profitable, inescapable art of addiction 9
by Gamasutra Community [08.07.19]
The most compelling games simulate actual achievement, which results in the release of powerful pleasure chemicals in our minds. Let's explore this powerful effect that keeps us all in business.
Design

The design and iteration of tactical deck-building game Nowhere Prophet  
by Bryant Francis [08.07.19]
Nowhere Prophet designer Martin Nerurkar explains the design and aesthetic decisions that brought the card-based roguelike battler to life.
Console/PC, Design, Video

Get a job: Join iGotcha Studios as a Senior Designer  
by Staff [08.06.19]
iGotcha Studios is looking to fill two Senior Game Designer positions at its studio in Stockholm, Sweden.
Design, Recruitment

Video: How Slay the Spire achieved success through marketability 1
by Staff [08.06.19]
In this 2019 GDC talk, Mega Crit Games' Casey Yano shares how specific decisions helped make the studio's hit game Slay the Spire one of the top-selling indie releases of 2018.
Indie, Design, Business/Marketing, Video, Vault