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May 29, 2020
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Updates » Video
Video: Making better games by understanding human error  
by Staff [03.18.20]
To err is human, and in this 2018 GDC talk Epic Games' Ben Lewis-Evans discusses the science of human error and how error can be prevented or encouraged to help create your intended game experience.
Console/PC, Indie, Design, Video, Vault

5 highlights from PlayStation's big PS5 system architecture deep dive 2
by Alissa McAloon [03.18.20]
PlayStation 5 lead architect ​Mark Cerny offered an incredibly in-depth look at what'll be powering the next generation of PlayStation hardware when the console debuts later this year.
Console/PC, Audio, Design, Video

Road to the IGF: Goblin Rage's BORE DOME  
by Joel Couture [03.18.20]
BORE DOME is a game of the dull, tedious, awkward moments in our lives, asking players to examine and reflect on the less-than-amazing things that happen to us all.
Indie, Video, IGF

Sony details PlayStation 5 tech specs in extensive 'deep dive' 1
by Chris Kerr [03.18.20]
Sony has unveiled what sort of tech will be powering the PlayStation 5 in a 'deep dive' reveal hosted by system architect Mark Cerny.
Console/PC, Business/Marketing, Video

PlayStation's switch to a SSD for the PS5 aims to 'give the game designer freedom' 1
by Alissa McAloon [03.18.20]
Going into the next generation of PlayStation, PlayStation 5 lead architect Mark Cerny says that the plan this time around is to build a console that puts the need of game developers first.
Console/PC, Design, Video

Road to the IGF: Nyamyam's Astrologaster  
by Joel Couture [03.18.20]
Astrologaster takes players back to Renaissance London to have them practice medicien using astrology, seeking answers to your patients' problems in the stars.
Indie, Video, IGF

Road to the IGF: Foam Sword's Knights and Bikes  
by Joel Couture [03.17.20]
Knights and Bikes follows a pair of young girls on wild, imagined adventures throughout their seaside home town, petting geese, throwing frisbees, and overcoming evil together.
Indie, Video, IGF

Road to the IGF: Barnaque's Infini  
by Joel Couture [03.17.20]
Infini explores the interactions of personified concepts like hope, time, and technology as players work their way through looping puzzles built around infinity.
Indie, Video, IGF

Video: How a game changes based on the music you compose for it  
by Staff [03.17.20]
At GDC 2018 composers Becky Allen, Jason Graves, Arnold Nesis and Inon Zur discuss differences in their approaches to composition, and the effect that different music can have on the same game.
Console/PC, Indie, Audio, Video, Vault

Nintendo's latest Indie World welcomes more (timed) exclusives to the Switch  
by Alissa McAloon [03.17.20]
Nintendo's newest Indie World showcase maintains the company's recent focus on bringing indie games to the Switch through timed exclusivity deals.
Console/PC, Indie, Video

Video: Refactoring Assassin's Creed Origins' NPC mission system  
by Staff [03.16.20]
In this 2018 GDC talk, Ubisoft's Jean-Marie Santoni-Costantini explains how the mission system in Assassin's Creed Origins was changed from a scripted approach to a goal-oriented one.
Console/PC, Programming, Design, Video, Vault

Free press advocates unveil new library of censored works -- in Minecraft  
by Alex Wawro [03.13.20]
"The library is filled with...articles that were censored...these articles are now available again within Minecraft – hidden from government surveillance technology inside a computer game."
Social/Online, Serious, Business/Marketing, Video

The tale of porting No Code's text-based Stories Untold to Switch 1
by Andrew King [03.11.20]
When No Code ported the text-based adventure game Stories Untold from PC to Nintendo Switch, the studio had to alter the game's original input method--keystrokes--and make it work for a game controller, among other challenges.
Console/PC, Indie, Design, Production, Video

How John Wick Hex establishes character through action 1
by Jack Yarwood [03.09.20]
"While we copy the tropes of the action movies, the idea that you should be able to define a character by what the gameplay verbs are is just something that we don’t really talk about, but it just seems really obvious to me," says John Wick Hex dev Mike Bithell.
Console/PC, Indie, Design, Video

How 'classical game mechanics' and physics converge in VR hit Boneworks  
by Aron Garst [03.06.20]
"There was nothing stopping us from writing this code four years ago, other than that nobody knew how to do it," says Brandon Laatsch, one of the developers behind Stress Level Zero's VR hit Boneworks.
VR, Design, Video

Writing, directing, and designing FMV censorship simulator Not for Broadcast 1
by John Harris [03.05.20]
Gamasutra speaks with Alex Paterson, creator, director, writer, and artist on Not for Broadcast about the dev team's non-traditional background, making FMV games in 2020, and his approach to writing game scripts.
Console/PC, Indie, Design, Video

Behind the Jackie Chan-inspired combat of Bloodroots  
by Aron Garst [03.03.20]
"In [Chan's] movies, he uses everything around him. He'll put his foot in a pot and smash it on someone's head and then grab a ladder and spin it. We wanted to capture that feeling of going from enemy to enemy."
Console/PC, Indie, Design, Video

Video: Understanding the illusion of choice in game design  
by Staff [02.28.20]
In this 2016 GDC talk, Epic Games' Jim Brown examines the psychological and biological underpinnings of how people make choices, examining examples of how devs use these 'rules' to impact players,
Console/PC, Design, Video, Vault

Video: Procedural level design in XCOM 2  
by Staff [02.27.20]
In this 2018 GDC talk, Firaxis Games' Brian Hess explains how the development team of XCOM 2 survived the transition from hand-crafted to procedural level design.
Console/PC, Design, Video, Vault

ALT.CTRL.GDC Showcase: Mouse & the Billionaire's Buy! Sell!  
by Joel Couture [02.26.20]
Buy! Sell! puts players in the complex world of a (satirical) New York Stock Exchange, using their phones to buy or sell stock in order to rake in those profits.
Video, alt ctrl gdc