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October 31, 2020
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Updates » Design
Don't Miss: The nuts and bolts of Fable III 4
by Staff [08.31.20]
Now's a great time to take a look back at this 2010 interview with Fable III's lead designer Josh Atkins on the road to the last major Fable release.
Console/PC, Design

Blog: Why knowing how to focus and not to scope creep is an essential skill 5
by Gamasutra Community [08.31.20]
The second episode of 'Scope: Choose A Target! Focus! Shoot!,' where we explore the 'Focus!' part. Knowing how to focus and not to scope creep is an essential skill. Here's why.

Video: How procedural environmental destruction works in Control  
by Staff [08.31.20]
In this GDC Summer session Remedy's Johannes Richter showcases the technology used and lessons learned creating the destructible world of the Oldest House in Control.
Console/PC, Design, Video, Vault

Video: An inside look at the making of Hardspace: Shipbreaker  
by Staff [08.28.20]
In this 2020 GDC Summer talk Blackbird Interactive's Rory McGuire and Elliot Hudson walk through the studio's process of designing its unique derelict spaceship slice-'em-up Hardspace: Shipbreaker
Console/PC, Design, Production, Video, Vault

Don't Miss: The creative process behind Alan Wake's American Nightmare 13
by Bryant Francis [08.28.20]
Alan Wake is waking up. Take a look back at the design process for his last adventure American Nightmare.
Console/PC, Design

Blog: The hidden art of pacing - Part 1  
by Gamasutra Community [08.28.20]
A three-part trip that aims to bridge the gap between writers and designers by breaking down conventional structures, removing standard features, and exchanging techniques.

AI analysis: How traffic works in Cities: Skylines  
by Tommy Thompson [08.28.20]
The most challenging part of development. Let's explore the inner workings of Cities: Skylines citizen and traffic systems.
Console/PC, Indie, Programming, Design

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [08.27.20]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Game Discoverability Now: Do you want 100x your regular hourly game sales? (& more) 1
by Simon Carless [08.27.20]
How can you get to 100x hourly revenue for your Steam game? If you're West Of Loathing, a visibility round, a 'highest % off ever' sale, and then a Daily Deal will do it! Lots more inside...
Console/PC, Indie, Design, Production, Business/Marketing

Opinion: Why Ronald Reagan's appearance in Call of Duty is drawing criticism 10
by Bryant Francis [08.27.20]
Ronald Reagan's inclusion in the new Call of Duty game is raising some eyebrows. Let's discuss why.
Console/PC, Design

Blog: Cloudpunk creator Marko Dieckmann talks cyberpunk, voxel art, and indie development  
by Gamasutra Community [08.27.20]
I caught up with its Cloudpunk creator Marko Dieckmann to discuss the neon-noir title and the struggles it took to create it.
Design, Production

Blog: The key features of stealth games  
by Gamasutra Community [08.27.20]
In this blog, I will try to describe the key features of stealth games that I encountered during my past two years of work as an indie developer.

Accessibility in games with AbleGamers' Greg Haynes - GDC Podcast ep. 12  
by Kris Graft [08.27.20]
For Greg Haynes, lead game user researcher at the AbleGamers charity, video games provide experiences that should be available to all people—and that means making them more accessible to people with a wide range of abilities.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Podcast, GDC

Don't Miss: Plumbing the secret depths of Bubble Bobble's design 5
by Staff [08.26.20]
Taito's bubble-popping classic holds a number of secrets, and in this guide an expert will show you how to find one that unlocks the game's hidden language and showcases a new dimension of its design.
Console/PC, Design, History

Blog: The meta-responsibilities of a game writer 1
by Gamasutra Community [08.26.20]
An exploration of the other types of value game writers bring to video game production, including how they give repetition weight and create discourse through choice and character
Design, Production

Blog: Utilizing shape language and symbols in level design  
by Gamasutra Community [08.25.20]
An exploration of the emotional responses to primitive shapes, and how they can be utilized in level design block-outs to convey theme, tone, intention, and further inspire the artistic direction.

How did Fall Guys get it so right?  
by Staff [08.25.20]
I’m going to estimate that the 'real' Fall Guys owner numbers are north of 5 million on Steam alone. So what’s going on here, and what can we learn from it?
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: A game design deep dive into Rocket League's rocket jumps 8
by Staff [08.24.20]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

Don't Miss: The tricky history of Tony Hawk's Pro Skater 10
by Staff [08.21.20]
In this timeless 2009 feature Bill Loguidice and Matt Barton trace the history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.

How Fall Guys' bouncing, bumbling beans gave the game its soul  
by Chris Kerr [08.21.20]
Mediatonic creative director Jeff Tanton has shared a fascinating thread on Twitter revealing how the internal pitch for Fall Guys took shape.
Console/PC, Design, Business/Marketing