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September 18, 2021
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Why I stopped finishing RPGs
I noticed it years ago, but I assumed it was my habits that had changed. Then I thought what I found interesting had changed. Of course, it was always the games, I was just too bored to realize what was happening.
09.08.21 | Blog | Ryan Dockter
Can Approachability “Fix” Dark Souls?
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.
09.02.21 | Blog | Josh Bycer
From Mafia to Among Us: can social deduction evolve as online multiplayer?
As a veteran Mafia player who's lost brain cells playing the game since college and as an aspiring game designer launching my first game on Kickstarter, I will share my two cents on the emergence of online multiplayer social deduction games.
08.12.21 | Blog | Moein Pahlavan
Designing Highfleet, a strategy game with heavy machinery and twirling knobs
Konstantin Koshutin, creator of Highfleet discusses some of the design decisions that went into this new take on the simulation strategy genre.
08.11.21 | News | Bryant Francis
Don't Miss: Making Frostpunk grim without descending to dark comedy
Learn about how Frostpunk managed to tell a grim story without descending into despair or dark comedy.
08.11.21 | News | Bryant Francis
How Difficulty Impacts Motivation in Game Design
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.
08.10.21 | Blog | Josh Bycer | 2 Number of Comments 
Focus Home Interactive acquires retro game studio Dotemu for $45.5 million
French publisher Focus Home Interactive has acquired a major stake in retro game developer Dotemu for $45.5 million.
08.04.21 | News | Chris Kerr
Q&A: Defining the detail-driven gameplay of Dyson Sphere Program
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.
07.27.21 | News | John Harris
Creating characters for the "Commandos" like game
For me, characters are the most important element in games. Through them, the player projects his experience from the game. But where to find good inspiration for character creation? Everywhere!
07.26.21 | Blog | Zdenko Gurovi?
Debating Difficulty in Game Design
The debate over difficulty in videogames continues to rage, and for today's post, I want to try, once and for all, to explain that difficulty is not a part of accessibility, but an essential element designers need to take note of.
07.21.21 | Blog | Josh Bycer
Legends of Runeterra #2: A dive into its gameplay
In-depth gameplay analysis Legends of Runeterra, the CCG by Riot Games. It explores its mechanics, the mechanics of its closest competitors, how the game has solved their problems, and which are its key innovations.
07.15.21 | Blog | Javier Barnes | 1 Number of Comments 
Game Dev Digest Issue #101 - Upgrade Your UI
Game Dev Digest Issue #101 - Upgrade Your UI. The latest from the free weekly #Unity3d/#gamedev newsletter.
07.02.21 | Blog | Mike Marrone
Creating Blind Drive, an audio sensory driving game experienced through sound
"Another major draw for us was the ability of sound to create a deep sense of immersion quite different from what is possible with graphics," say the developers of Blind Drive.
06.28.21 | News | Joel Couture | 1 Number of Comments 
(UX Design) Methodology of keeping cross-hair design on track
After FPS became a popular game gerne, the crosshair became a reliable partner for players to control shooting in game.
06.08.21 | Blog | Sisi Yuan | 2 Number of Comments 
Espresso Tycoon - video devlog is here!
Check out, what’s going on in the Espresso Tycoon game and how it’s being made. Prepare for building your own coffee business! Remember – a free demo will be released THIS year!
05.18.21 | Blog | Joanna Berezowska
When demos can radically expand your game's discoverability
Are game demos good? When you should leave your demo or prologue up for longer? We look at games with standout (but short!) gameplay loops for an answer.
04.19.21 | Blog | Simon Carless
Predictions on Supercell's new Clash Games
Earlier this month, Supercell announced 3 new games based on the Clash Franchise, and they already softlaunched one of them (Clash Quest). Here are my thoughts & predictions on them, and a brief analysis after playing Clash Quest.
04.19.21 | Blog | Javier Barnes
Recounting A Successful Failure (The Spaceslingers Post-Mortem)
So what does a successful failure look like? Well, first, let's talk about success...
04.13.21 | Blog | Drew McIntosh | 4 Number of Comments 
Going Indie in the Midst of a Pandemic
This blog post is a look back at our experience during the first year of going indie at Gerdoo Games. This transition happened at the height of the pandemic and this past year has been a roller coaster ride for us.
04.12.21 | Blog | Kasra Rahimi
Opinion: Six Days in Fallujah tramples over the human cost of the Iraq War
The surprise revival of Six Days in Fallujah risks justifying the violence against the Iraqi people in the name of entertainment, writes Bryant Francis.
04.06.21 | News | Bryant Francis | 4 Number of Comments 
Making the app
All the tooling was in place, now it was time to build the Stenciletto app
04.06.21 | Blog | Peter Kibble
Out of Weakness, Strength: The Three Ds of Narrative Design
An analysis of what makes for compelling storytelling in games, and a proposed set of guidelines for maximizing the intrinsic advantages of video game narration.
04.02.21 | Blog | Danny Allen
Magic Legends: First Impressions
Quick analysis & predictions about Magic Legends, the latest MMORPG by Cryptic Studios & Perfect World Entertainment based on the Magic: The Gathering universe.
03.30.21 | Blog | Javier Barnes | 1 Number of Comments 
How and why to write low spoiler hints for adventure games.
Low spoiler hints for adventure games are more difficult to write than walkthroughs but spoilers are no fun either. Meghann O'Neill, writer of official incremental hint guides for Thimbleweed Park and Hero-U: Rogue to Redemption, breaks down her process.
03.22.21 | Blog | Meghann O\'Neill | 4 Number of Comments 
Mobile Game Success on Kickstarter: 9 Tips for 2021
Learn 9 top tips for finding success on Kickstarter in 2021 - even with a mobile free to play game. The team behind Kinder World share a mid-mortem for their 220% funded project.
03.11.21 | Blog | Lauren Clinnick | 1 Number of Comments 

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