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June 13, 2021
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Updates » Design
Q&A: Hand-painting the unfamiliar and unforgettable world of Voyage  
by Chris Kerr [03.26.21]
"It's always hard to guess how people will react to an unfamiliar art style. We leave it up to our audience to interpret a lot in the game which can be a double-edged sword depending on expectations."
Console/PC, Art, Design, Video

Hades dominates BAFTA Games Awards with five wins including Best Game 1
by Chris Kerr [03.26.21]
Supergiant Games' acclaimed roguelike Hades stole the show at the BAFTA Games Awards last night, taking home five awards including the Best Game prize.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Improving player behavior at Blizzard Entertainment  
by Staff [03.25.21]
In this 2019 GDC talk, Blizzard Entertainment's Jarrod Doherty explains how the Player Behavior Insights team at Blizzard fights disruptive behaviors.
Console/PC, Design, Video

Get a job: Deep Silver Volition needs a Senior Technical Designer  
by Staff [03.25.21]
Volition is searching for a Senior Technical Designer with expertise in creating tools, improving pipelines and workflows, visual scripting, and prototyping.
Console/PC, Programming, Design, Recruitment

Using Data for Good: A free talk, Q&A with Exploding Kitten's lead game designer  
by Kris Graft [03.25.21]
In the next Gamasutra Editorial Forum we welcome veteran mobile game designer Evan Losi to talk about how data-driven design can go beyond tracking product metrics, and also help make your games more engaging and fun.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Webinar

One-off narrative games & Steam/console success  
by Gamasutra Staff [03.24.21]
Perhaps you want to make narrative-led games that are designed to be played once - not systemic, Games As a Service-y things? We talk about examples that have sold, and why.
Console/PC, Indie, Art, Design

Video: Great design lessons and bugs from the making of Loop Hero  
by Staff [03.24.21]
Watch two of the developers of Loop Hero discuss the development of their hit new roguelike game.
Console/PC, Design, Video

Video: Narrative nuances in mobile game design  
by Staff [03.24.21]
In this 2019 GDC session, Jam City's Ryan Kaufman explains how game writers can come up with compelling narratives that take advantage of mobile devices and resonate with players.
Console/PC, Design, Video

Blog: How and why to write low spoiler hints for adventure games 4
by Gamasutra Community [03.23.21]
Low spoiler hints for adventure games are more difficult to write than walkthroughs, but spoilers are no fun either.

How players use the Switch eShop in 2021  
by Gamasutra Staff [03.22.21]
A new survey asks 11,000 Nintendo Switch players a bunch of questions, and we wanted to highlight the eShop section & talk about takeaways for devs and publishers.
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Creating dynamic audio in the destructible levels of Rainbow Six: Siege 5
by Staff [03.22.21]
In this deep dive, audio director Louis Philippe Dion explores how the Siege dev team used strategically placed nodes to calculate the flow of sound in ever-changing, destructible battlegrounds.
Console/PC, Social/Online, Audio, Design

Three key lessons from the history of tools programming 1
by Bryant Francis [03.19.21]
Tools programmer David Lightbown shares useful lessons from the history of game-making tools.
Console/PC, Programming, Design

Dawn of the final day (of GDC Showcase)  
by Staff [03.19.21]
It's the final day of GDC Showcase. Swing by and check out some great talks before it's over!
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Creating super flexible 2D animations using the Blightbound Skin Editor  
by Gamasutra Community [03.19.21]
This post discusses how we designed the Blightbound Skin Editor so that we can reuse 2D animations, swap gear, quickly tweak the looks of characters, add special effects and attach objects to characters convincingly.

Get a job: Join the Insomniac Games team as a Narrative System Designer  
by Staff [03.18.21]
The Narrative Systems Designer is responsible for the creative implementation of dialogue and working to maximize and improve our narrative systems.
Design, Recruitment

The differences between writing Pillars of Eternity and The Outer Worlds 1
by Bryant Francis [03.18.21]
Obsidian narrative designer and game director Carrie Patel breaks down the differences between writing The Outer Worlds and Pillars of Eternity.
Console/PC, Design, GDC

Don't miss the fourth day of GDC Showcase  
by Staff [03.18.21]
GDC Showcase is almost over! Don't miss all of today's great talks.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The metrics of success every studio needs to hit  
by Gamasutra Community [03.18.21]
Success is often hard to measure for game studios, especially indie dev. But for today, I want to talk about an important metric that every studio needs to hit, and sadly, most have yet to reach.

How XCOM 2's environmental storytelling overlapped its combat system  
by Bryant Francis [03.17.21]
XCOM 2 senior environment artist Justin Rodriguez took to GDC Showcase to offer additional lessons from Firaxis Games' turn-based strategy game.
Console/PC, Art, Design, GDC

How to differentiate your game for success in 2021  
by Gamasutra Staff [03.17.21]
Switch and Xbox aren't the same: what does it take to get somewhere - revenue and success-wise - on various game platforms in the hot, hot video game market of 2021?
Console/PC, Indie, Design, Production, Business/Marketing