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August 2, 2021
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Updates » Video
Q&A: Defining the detail-driven gameplay of Dyson Sphere Program  
by John Harris [07.28.21]
Dyson Sphere Program tasks players with building an impossibly massive power source capable of saving all of humanity. Here's how a team of five took on a project of planetary scale.
Console/PC, Indie, Design, Video

What the 'data explosion' means for game production in the next decade (spons.)  
by Staff [07.27.21]
Brad Hart, CTO of version control software at Perforce, explains what he sees are game production's biggest challenges in recent years, and what challenges lie ahead.
Production, Video, Video Q&A

Washing the worries away: Inside the surprisingly relaxing design of PowerWash Simulator 3
by John Harris [07.26.21]
"Video games don't need to be antagonistic in order to find an audience, and I think this game and other sims show there is still a huge gap in the market for games that simply offer relaxing escapism."
Console/PC, Indie, Design, Business/Marketing, Video

Combining bombastic heists with a fully destructible voxel world in Teardown  
by Joel Couture [07.21.21]
"The destruction came first, and the setting was more or less retrofitted to suit the technology. It was important to me that destruction would be used for actual gameplay and not just as an effect."
Design, Video, IGF

How ecological adventure In Other Waters's planet-wide mystery gives players hope  
by Joel Couture [07.20.21]
"My aim was to make In Other Waters a game which brings the player through the despair of discovering the history of climate change and human ecological destruction towards a position of hope."
Video, IGF

Sponsored Content
Q&A: Make your game a social platform and retain players with Agora  
by Staff [07.19.21]
Sponsored: Gamasutra speaks with Sid Sharma, sr. director of developer relations and partner engineering at Agora, about how Agora's real-time engagement platform can turn your multiplayer online game into a social platform.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Sponsored Article

Sparking joy through tile placement in idyllic village builder Dorfromantik 1
by Joel Couture [07.19.21]
"One of our core philosophies when making games is that the interaction the player does the most has to feel as satisfying as possible."
Video, IGF

Using photography to document the end of the world in Umurangi Generation  
by Joel Couture [07.16.21]
"...what is going on is obvious to anyone walking through it, but you see things like political discourse and marketing try to talk around the problem and make the populace feel comfortable..."
Console/PC, Design, Production, Video, IGF

Head in the cloud: Flight Simulator's cutting-edge tech, today and tomorrow 1
by Kris Graft [07.15.21]
With the console release of Flight Simulator on the horizon, we speak with Microsoft Flight Simulator head Jorg Neumann about how the game aspired to "twin" the planet, and potential for cloud computing in future games.
Console/PC, Programming, Art, Production, Video

Allegorizing the Millennial adolescent experience in Nightmare Temptation Academy 1
by Joel Couture [07.15.21]
"I wanted my game to feel like a safe space for expressing your transgressive/shadow side with the kind of freedom I used to feel when exploring the early web."
Video, IGF

Sponsored Content
How Scavengers is launching across multiple platforms and stores with cross-play  
by Staff [07.14.21]
Sponsored: Find out why partnering up allows Midwinter Entertainment to capture a wider target audience and improve player experience, while staying laser-focused on finding the fun.
Console/PC, Video, Sponsored Article

Forging connections through concertos in poetic platformer Symphonia  
by Joel Couture [07.14.21]
"We wanted a kind of connection between the player and their surroundings, and this connection reaches its peak during the concertos where the character and the scenery come into harmony."
Design, Production, Video, IGF

Stadia to give devs a cut of Stadia Pro revenue (based on how often their game is played) 2
by Alissa McAloon [07.13.21]
Stadia wants developers to push more players toward Stadia Pro, and in return is launching a handful of initiatives to sweeten the deal.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Video

How a happy accident inspired narrative adventure Lost Words: Beyond the Page  
by Joel Couture [07.13.21]
"I accidentally ended up with a sentence stuck in the middle of the screen and the character just standing on it. When I saw that, it seemed really striking and unlike anything I'd seen before..."
Video, IGF

How board games helped inspire tile-hopping puzzler Carto  
by Joel Couture [07.12.21]
"The final art style is like a delicate paper world. Every visual element is there to help the player feel pleasant and comfortable, which is what we aimed for in the beginning."
Video, IGF

Creating a visual language that makes sense of the madness in Call of the Sea  
by Joel Couture [07.09.21]
"...we conceived the visual style as a key element to translate the emotions and feelings Norah is having on the Island. It reflects her admiration, fascination, and the discovery she is going through."
Video, IGF

The relaxing, open-world puzzle design of A Monster's Expedition  
by Joel Couture [07.08.21]
"The way that the music is calming, and even quiets down as you pause to think about a tricky puzzle, really lends itself to a sort of “puzzle-solving meditation” style of play..."
Console/PC, Indie, Video, IGF

Using mundane objects to evoke heartfelt memories in Some Old Stuff  
by Joel Couture [07.07.21]
"When you find an object you have not seen for a long time, you start to figure out why you had that object. That moment felt very human to me."
Video, IGF

Q&A: Developing the visually striking Death Trash  
by John Harris [07.07.21]
"There’s depth in the Death Trash world," says creator Stephan Hövelbrinks. "It's just consumed in a different way."
Console/PC, Indie, Art, Design, Production, Video

Exploring the subliminal spaces between strobing lights in Gaël Bourhis' Kristallijn  
by Joel Couture [07.06.21]
The developer of Kristallijn share what interested them in exploring the space between the blinks of a strobe light, and what questions the game aims to ask as players see what lies in the moments of darkness.
Console/PC, Indie, Video, IGF