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April 17, 2021
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Updates » Design
Video: Improving the AI of Mafia III  
by Staff [02.18.21]
In this 2018 GDC talk, Hangar 13 Games' Sergio Ocio Barriales and Kate Johnson explain the methods crafted at Hangar 13 to improve the AI of Mafia III.
Console/PC, Design, Video

Blog: A market status and design analysis of Autochess 2
by Gamasutra Community [02.18.21]
Autochess was the hottest gaming trend in 2019, but not anymore. We explore its history, market status and audience, and the design flaws that stopped it from becoming "the new MOBA."
Console/PC, Design, Business/Marketing

The 'GaaS or subscription service' squeeze in games  
by Gamasutra Staff [02.17.21]
With the rise of subscription game services like Apple Arcade or Game Pass, do game devs have to choose between crafting games as a service (GaaS) titles or games made specifically for sub services?
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Lessons learned from teaching game design 3
by Gamasutra Community [02.17.21]
In this blog post, I want to share five practical rules you can apply to improve your own teaching in the field of game development and game design.

Broaden your grasp of level design in Chris Totten’s GDC Masterclass  
by Staff [02.16.21]
Christopher Totten wants to help you expand your level design skills in his upcoming GDC Masterclass course.
Console/PC, Design, GDC

Go behind the scenes of The Walking Dead: Saints and Sinners at GDC Showcase  
by Staff [02.16.21]
Check out a postmortem of The Walking Dead: Saints and Sinners at GDC Showcase next month!
VR, Programming, Art, Audio, Design, Production

Blog: Designing touch controls for Human: Fall Flat  
by Gamasutra Community [02.16.21]
In this blog post we will explain how we designed the touch controls for mobile version of Human: Fall Flat.
Smartphone/Tablet, Design

What are your game's pre-release 'story beats'?  
by Gamasutra Staff [02.15.21]
For your in-development game, story beats are the 3 or 4 ‘big pre-release announcements’ that you actually expect to get wider press and notice. What should you pick, and why?
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Sponsored Content
5 reasons to join the games industry in Germany
by Staff [02.15.21]
Sponsored: Moving a game studio is a monumental change. All the information about Germany may seem daunting, but Games Germany can guide you through it and make the process much easier.
Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Blog: Designing for a sense of mystery and wonder 2
by Gamasutra Community [02.15.21]
This article examines the sense of mystery and wonder that's tied not to story or themes, but to exploration.

Implementing raytraced ambient occlusion in The Riftbreaker  
by Gamasutra Community [02.12.21]
In this article we describe the process of implemention raytraced ambient occlusion into The Riftbreaker.
Console/PC, Programming, Design, Production

Get a job: Join the Sucker Punch team as a Combat Designer  
by Staff [02.11.21]
As a Combat Designer, you're in the middle of this, creating the glue for content and systems, helping create a cohesive and exhilarating experience.
Design, Recruitment

Go behind the scenes at the studio behind Mario Kart Live at GDC Showcase  
by Staff [02.11.21]
The studio behind Mario Kart Live: Home Circuit is giving a talk at GDC Showcase about the creative process that allowed them to tackle such a unique game.
Console/PC, Design

Summit Submissions for GDC 2021 close on Monday  
by Staff [02.11.21]
Heads up! Talk and panel submissions for GDC 2021's Summits are closing on Monday February 15th at 11:59PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Why The Medium embraced a local Polish setting for a global audience 1
by Bryant Francis [02.11.21]
Two of The Medium's developers discuss making a horror game centered around Polish history, and the challenges of creating an authentic experience in a pandemic.
Console/PC, Design, Production

Call for data: your Steam wishlist to follower ratio!  
by Gamasutra Staff [02.11.21]
Followers are a useful metric for Steam interest! And nowadays, we think many unreleased Steam games fall in the 6 to 10 wishlists per follower range. But... we don’t know. So let’s find out!
VR, Console/PC, Indie, Design, Production, Business/Marketing

IGF 2021 accepts over 500 excellent entries!  
by Staff [02.10.21]
The organizers are pleased to announce that over 500 truly excellent games are up for consideration at the 2021 Independent Games Festival.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: A deep dive into the design of an Obey Me boss fight  
by Gamasutra Community [02.10.21]
Join me as we discuss the process of developing one of the bosses of 3D Brawler "Obey Me", focusing on challenging the player and breaking their expectations.

Epic Games' new MetaHuman Creator will let devs build hi-fi humans 1
by Chris Kerr [02.10.21]
Epic Games is working on a browser-based app called MetaHuman Creator that allows game developers to create realistic human characters in "under an hour."
Console/PC, Programming, Design, Production, Video

Blog: The design of Millennium Maximus and its core fantasy  
by Chris Kerr [02.10.21]
Millennium Maximus is a hybrid management-narrative-card game, with a strong emphasis on theming and humour, that was made in 72 hours for a game jam. Let's discuss the design and ideas behind it.