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Updates » Design
Making the bizarre, hilarious world of Trover Saves the Universe  
by John Harris [07.30.19]
Trover Saves the Universe was created by Rick and Morty creator Justin Roiland and shows off much of his show's bizarre humor. We talk to Squanch Games to learn about world-building and judgment-free ideation.
VR, Indie, Art, Design, Production, Video

Don't Miss: The Blue Shell and its discontents 45
by Ian Bogost [07.29.19]
"The Blue Shell is everything that's wrong with America," is how writer Ian Bogost opens this classic article interrogating the design and cultural context of Mario Kart's infamous leader-killer.
Console/PC, Design

Video Game Deep Cuts: GTA Online's Casino, Game Discoverability  
by Gamasutra Staff [07.28.19]
This week's roundup includes Grand Theft Auto Online's near-infinitely trailed casino addition, multiple cloud gaming analyses, & articles looking at 198X's debut and The Division 2's latest updates.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: FoxNext Games, HB Studios, and more are hiring now!  
by Staff [07.26.19]
From graphic design to programming, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Unity valuation hits $6 billion following latest investment deal  
by Chris Kerr [07.26.19]
Unity's valuation has climbed to $6 billion after the company signed an investment deal that will finance a $525 million tender offer to common shareholders.
Programming, Design, Production, Business/Marketing

Blog: Implementing data structures - Part 1 1
by Gamasutra Community [07.26.19]
Veteran programmer Niklas Gray examines the options for storing object arrays.
Programming, Design

Q&A: Behind the new open-ended design of Wolfenstein: Youngblood 1
by Bryant Francis [07.26.19]
Wolfenstein: Youngblood executive producer Jerk Gustafsson explains how MachineGames teamed up with Arkane Studios to create a co-op Wolfenstein experience.
Console/PC, Design, Video

Don't Miss: How devs deal with making enemies that feel 'okay' to kill 5
by Staff [07.25.19]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

Attend XRDC to see how natural language processing takes VR to the next level 1
by Staff [07.25.19]
At XRDC in October you'll see how the team at Skydance have managed to deepen the already powerful immersion of VR with natural language processing!
VR, Audio, Design, XRDC

Understanding the success of Fortnite: A UX and psychology perspective 4
by Gamasutra Community [07.25.19]
As the former director of user experience (UX) at Epic Games, where I worked on Fortnite from 2013 to late 2017, I would like to share some of the different steps we took to fuel the game's success.
Design

Watch a design breakdown of digital card game adventure Nowhere Prophet  
by Bryant Francis [07.24.19]
Nowhere Prophet designer Martin Nerurkar discusses the design and programming decisions that drove the making of his new deckbuilding adventure.
Console/PC, Design, Video

Don't Miss: The art of the tutorial 15
by Staff [07.24.19]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Indie, Design

Blog: The one metric you SHOULD care about when launching your game 2
by Simon Carless [07.24.19]
I have good news for you. There’s already a way to work out if your premium, non-F2P game launching on Steam is going to be a success or not. And I really feel like many people don’t understand this.
Console/PC, Design, Production, Business/Marketing

Chat with the lead developer of Nowhere Prophet at 12PM EST  
by Bryant Francis [07.24.19]
Nowhere Prophet lead developer Martin Nerurkar is taking your questions on the GDC Twitch channel starting at 12PM EST.
Console/PC, Design, Video

Deep Dive: Burdening players with the power of the system in Legal Dungeon 4
by Joel Couture [07.24.19]
Korean game developer Somi's latest game Legal Dungeon has players organizing police investigation documents - and having to decide whether to indict the accused criminals or not. Here's how Somi did it.
Indie, Design

Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Staff [07.23.19]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

FIFA's loot boxes don't count as gambling, says UK Gambling Commission 2
by Alissa McAloon [07.23.19]
The UK Gambling Commission maintains that a lack of rewards with real-world value keeps loot boxes from tipping over into gambling.
Console/PC, Social/Online, Smartphone/Tablet, Design

Learn to 'sketch' VR game design ideas during a live demo at XRDC!  
by Staff [07.23.19]
At XRDC in San Francisco this October you'll have a chance to see CloudGate president Steve Bowler design new VR game mechanics live -- with audience participation!
VR, Design, XRDC

A Bloodstained Q&A with Koji 'Iga' Igarashi  
by Kris Graft [07.23.19]
Legendary game developer Koji "Iga" Igarashi of Castlevania: Symphony of the Night fame answers our questions about the making of his latest game, Bloodstained: Ritual of the Night.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: Deconstructing the success of The Witcher 3's open world 6
by Staff [07.22.19]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design