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January 16, 2021
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Updates » Design
Video: Designing 'multiple middles' for Mutazione  
by Staff [11.11.20]
Die Gute Fabrik's Hannah Nicklin talks about the narrative design choices for her 'multiple middles' as opposed to 'multiple endings' approach to player agency in Mutazione.
Console/PC, Design, Video

Here's a short lesson from Susan O'Connor's GDC Masterclass  
by Staff [11.11.20]
Game writer and UT Austin instructor Susan O'Connor offers a quick lesson in good narrative design from her upcoming GDC Masterclass.
Console/PC, Design, GDC

Star Wars: Battlefront creative director Dennis Brannvall is leaving DICE  
by Chris Kerr [11.11.20]
Star Wars: Battlefront creative director Dennis Brannvall is leaving developer DICE after eight years. 
Console/PC, Design, Business/Marketing

Blog: Developing a tabletop game  
by Gamasutra Community [11.11.20]
Game designer Cliff Kamarga has put together a quick guide to developing a tabletop game from conception to publishing.
Design, Production

Don't Miss: Translating the humor & tone of the Yakuza games for the West 2
by Alex Wawro [11.10.20]
"The humor of a Yakuza game is a fine line to walk," says localization producer Scott Strichart in this in-depth chat about localization, the Yakuza games, and the ins and outs of Japanese humor.
Console/PC, Design

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [11.10.20]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How to run offers in free-to-play (and avoid backlashes)  
by Gamasutra Community [11.10.20]
This article shares some tips and thoughts on how to limit the backlash derived from running offers on game content.
Smartphone/Tablet, Design, Business/Marketing

Blog: Combining 2D and 3D effects in Blightbound  
by Gamasutra Community [11.10.20]
Analysing the tricks used to make Blightbound's VFX work in a 3D world while maintainig a 2D aesthetic.
Console/PC, Design

Blog: The argument for simpler games 1
by Gamasutra Community [11.10.20]
Our industry is obsessed with complexity, with brutal consequences in employee wellbeing and product quality. It's time to start talking about this unhealthy obsession.
Design, Production

Why do some games just... keep selling?  
by Gamasutra Staff [11.09.20]
Sometimes games just keep selling. You can compare games that have 250 Steam reviews in their first week and come back a year later, and some have 500 and a few have 2-4,000. Why?
Console/PC, Indie, Art, Design, Production, Business/Marketing

Don't Miss: How Onrush harnesses the chaos of a racing battle  
by Staff [11.06.20]
"As soon as you've got 24 vehicles on the track and it's a free-for-all you'd be surprised how chaotic that is," says Onrush game director Paul Rustchynsky.
Console/PC, Design

Video: How to wrangle inflation in your online game economy  
by Staff [11.06.20]
In this 2020 GDC Virtual Talk, Netease's Yongcheng Liu & Qinfang Ying demonstrate how they monitor they monitor the economic systems of Netease's MMORPGs to reduce inflation.
Console/PC, Design, Video

Blog: How spreadsheets power civilian AI in Watch Dogs 2  
by Gamasutra Community [11.06.20]
How a fuzzy logic system combined with thousands of rules powers the civilian NPCs in Watch Dogs 2.
Console/PC, Programming, Design

Don't Miss: A deep dive into Forza Horizon 3's online co-op multiplayer 2
by Staff [11.05.20]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Social/Online, Design

A tale of two consoles: Xbox Series X and S in review  
by Kris Graft, Chris Kerr [11.05.20]
Gamasutra takes a close look at Microsoft's next-gen dynamic duo and how they serve Microsoft's subscription-based future.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

What could game publishers be doing better?  
by Gamasutra Staff [11.04.20]
What do game publishers need to get better at? Johan Toresson of Raw Fury asked this precise question on Twitter a few days ago, and we scoured the thread to get you the best comments.
Design, Production, Business/Marketing

Don't Miss: 6 techniques to make game narratives more dynamic 2
by Staff [11.04.20]
Game designer Richard Rouse III outlines six different techniques for adding dynamism to game stories, and cites several games that exemplify each of these techniques.
Console/PC, Indie, Design

Blog: What is the Unity Asset Store and how to make money on it?  
by Gamasutra Community [11.04.20]
I have been a publisher of the Asset Store for four years and would like to share my experience. I’ll tell you all you need to know to create an asset from the point of view of a programmer.
Console/PC, Design, Business/Marketing

Get a job: Join Volition as a Narrative Designer  
by Staff [11.03.20]
Volition is searching for a talented narrative designer for the Saints Row franchise. The ideal candidate is adept at interactive writing and storytelling for AAA open world action games.
Design, Recruitment

Don't Miss: Building a light-hearted puzzle game around Friday the 13th  
by Staff [11.03.20]
"We were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design