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November 19, 2019
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How players shop during a Steam sale: An in-depth analysis 1
by Gamasutra Community [11.19.19]
Steam sales drive game purchases. But what is happening on an individual buyer level? How can we make our games and store pages more appealing to increase purchases? I spent hours watching and interviewing players to find out.
Business/Marketing, Console/PC, Indie, Social/Online

Genre viability on Steam and other trends - An analysis using review count 10
by Danny Weinbaum [11.18.19]
Does genre affect your success odds? Using a database of review count-based revenue projections, we dive deep into sales trends on Steam. We look at which tags sell the best, as well as sales trends in release date and review score.
Business/Marketing, Console/PC, Indie

How Mario 64 inspired that horrible goose's moveset 1
by Aron Garst [11.15.19]
Untitled Goose Game designer Nico Disseldorp explains how Mario 64's broad moveset inspired the waddling charm of the titular goose.
Design, Console/PC, Indie

Video: Top game composers share hard-won advice and lessons learned  
by Staff [11.15.19]
In this 2017 GDC session composers Mick Gordon, Jason Graves, Grant Kirkhope, Wilbert Roget, Rich Vreeland and Austin Wintory share stories of lessons they learned in the professional trenches.
Audio, Console/PC, Indie, Video, Vault

Game Design Deep Dive: Crafting mystery through gameplay in Nauticrawl  
by Andrea Interguglielmi [11.13.19]
In this thorough Deep Dive, Nauticrawl dev Andrea Interguglielmi walks through his process of designing this atmospheric puzzle game to evoke feelings of genuine mystery and wonder.
Design, Indie

Don't Miss: The secrets of great voice acting 4
by Alex Wawro [11.18.19]
Gamasutra speaks to voice director, consultant and game industry veteran Khris Brown to better understand how high-quality voicework in games comes together from a developer perspective.
Audio, Design, Production, Console/PC, Indie

Please welcome your juries for the IGF 2020 Audio, Design, and Nuovo awards!  
by Staff [11.18.19]
A diverse group of developers and industry professionals make up the juries of the GDC 2020 Independent Games Festival, and they'll soon decide the finalists for next year's awards!
Audio, Design, Indie, IGF

Video Game Deep Cuts: That Superliminal Jedi Guy  
by Gamasutra Staff [11.16.19]
This week's roundup looks at games from Superliminal to Jedi: Fallen Order and Pokemon Sword & Shield, plus behind the scenes at the ESRB & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing



Game Development: Protect your Game from getting Hacked  
by Ashish Gogna [11.18.19]
Common ways of hacking any game, and How to protect your Game from them. Must read before launching your game.
Programming Console/PC Serious Indie Social/Online Smartphone/Tablet VR

Video Game Deep Cuts: That Superliminal Jedi Guy  
by Simon Carless [11.16.19]
This week's roundup includes impressions of a plethora of new releases, from Superliminal to Jedi: Fallen Order and Pokemon Sword & Shield, plus behind the scenes at the ESRB, how World Of Warcraft changed things (for good and ill), and lots more besides.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

Genre Viability on Steam and Other Trends - An Analysis Using Review Count 10
by Danny Weinbaum [11.15.19]
Does genre affect your success odds? Using a database of review count-based revenue projections, we dive deep into sales trends on Steam. We look at which tags sell the best, as well as sales trends in release date and review score.
Business/Marketing Console/PC Indie

How to prepare your game design for a holiday season  
by Kate AppFollow [11.15.19]
Holidays are no doubt a goldmine for mobile game developers. They offer a great opportunity to show off all of your abilities as a designer, treat players with new engaging challenges, boost app installs and even increase revenue. 
Business/Marketing Design Indie Smartphone/Tablet

Teaching Players Through Failure Rather Than Success  
by Draven Jolicoeur [11.14.19]
Do players always have to succeed in the first attempt? For The King is a fantastic roguelike experience that has chosen to make a very specific design choice that I believe is a core reason for my inability to stop playing. Let's explore this reason.
Design Indie


Giant Army — Remote, Washington, United States
[11.14.19]
Community Manager and Admin Assistant for Universe Sandbox


Supergiant Games — San Francisco, California, United States
[11.12.19]
Engine Programmer at Supergiant Games
Engine Programmer at Supergiant Games

USC School of Cinematic Arts — Los Angeles, California, United States
[11.05.19]
Computer Services Consultant II


AMC Studio Romania — Bucharest, Romania
[10.24.19]
New Business Director
AMC Romania seeks a New Business Director