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April 6, 2020
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How Lair of the Clockwork God blends the world of platformers and point-and-clicks 1
by Jack Yarwood [03.25.20]
Size Five Games founder Dan Marshall discusses the strange twists and turns of the studio's approach to designing its adventurous new point-and-click-meets-platformer Lair of the Clockwork God.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why Nintendo's new Animal Crossing features allow instant change in the real-time game  
by Alissa McAloon [03.24.20]
Features like crafting and terraforming are series firsts for Nintendo's Animal Crossing saga, and the studio tells Launcher both aim to give players more to do in their extended day-to-day play.
Console/PC, Design

Video: Designing great UI that helps immerse players in your game  
by Staff [03.24.20]
In this 2018 GDC session, UI designer Steph Chow discusses how to embed a game's world into its user interface, and how to strike the right balance between player immersion and player usability.
Console/PC, Design, Video, Vault

Get a job: Industrial Toys is hiring a Sr. Software Engineer  
by Staff [03.24.20]
If you’re interested in working with veteran mobile, console, and PC developers in creating new AAA experiences that will reach billions of mobile players around the world we would like to hear from you!
Programming, Recruitment

Don't Miss: The making of Half-Life 2 5
by Staff [03.24.20]
Some of the minds behind the 2004 release Half-Life 2 outline Valve's decentralized design process in this classic postmortem from the Nov 2005 issue of Game Developer magazine.
Art, Design, Production

Mods that cut VR from Half-Life: Alyx will only show how vital its VR is, says Valve 3
by Alissa McAloon [03.24.20]
"At the end of the day, we knew that one of the questions that we were going to get from customers before we announced was, 'why did you do this in VR?'"
VR, Design

GDC 2020 talks are now available to watch for free on the GDC Vault!  
by Staff [03.24.20]
Game Developers Conference organizers are excited to announce that the insightful talks delivered by game industry experts during GDC 2020 last week are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Vault, GDC

ALT.CTRL.GDC Showcase: MAD - Mutually Assisted Destruction  
by Joel Couture [03.24.20]
MAD - Mutually Assisted Destruction has players acting as the crew of an aircraft striving to take out bombers, each using unique information to communicate enemy attacks.
Video, alt ctrl gdc

Sony will 'manage' PSN download speeds in Europe to preserve internet access  
by Chris Kerr [03.24.20]
Sony intends to "manage" PlayStation Network download traffic in Europe to "help preserve access for the entire internet community."
Console/PC, Business/Marketing

Minecraft gets free educational content to help enable distance learning  
by Chris Kerr [03.24.20]
Microsoft is bringing free educational content to Minecraft to help families who've been forced to home school as a result of the COVID-19 pandemic.
Console/PC, Business/Marketing

Plague Inc. dev Ndemic donates $250,000 to COVID-19 response funds  
by Chris Kerr [03.24.20]
Plague Inc. developer Ndemic Creations has pledged $250,000 to help in the fight against COVID-19.
Smartphone/Tablet, Business/Marketing

Big Run Studios nets $1.4 million to create mobile titles for 'underserved' audiences  
by Chris Kerr [03.24.20]
Blackout Blitz developer Big Run Studios has raised $1.4 million in funding to create casual mobile games for "traditionally underserved audiences."
Smartphone/Tablet, Production, Business/Marketing

Designing the many Easter eggs of Zombie Army 4: Dead War  
by Daniel Hollis [03.24.20]
Jordan Woodward, lead level designer on Rebellion's cult favorite Zombie Army 4: Dead War, explains his team's approach to embedding Easter eggs into the game, and how they relate to game design.
Console/PC, Design

Unity debuts new cloud-based platform for simulating game playtests  
by Alex Wawro [03.23.20]
Unity today unveiled a beta version of the Unity Game Simulation service, which is designed to remotely simulate (via Google Cloud servers) large volumes of player interactions with your game. 
Console/PC, Social/Online, Indie, Production

Don't Miss: Where next for the video game power fantasy? 15
by Alissa McAloon [03.23.20]
With VR tech becoming common, game devs can immerse & embody players in fantasy worlds like never before. What does that intimacy mean for that most common of game design tropes, the power fantasy?
VR, Console/PC, Design

Get a job: InnoGames is hiring a Concept Artist  
by Staff [03.23.20]
If you believe in open communication, delivering great results as part of a team and like to focus on Art and composition of InnoGames' most successful game, then you just might be the person we are looking for!
Art, Recruitment

Stadia to offer dev kits, funding, and more through new Stadia Makers program 1
by Alissa McAloon [03.23.20]
Google Stadia has partnered with Unity to kick off a new game developer focused initiative called Stadia Makers.
Console/PC, Social/Online

Road to the IGF: Mutiny Games' Forgotten  
by Joel Couture [03.23.20]
Forgotten is a game about being someone afflicted with Alzheimer's, having you experience the challenges and confusion that come with this terrible disease.
IGF

Game Discoverability: The Steam & Epic stores, circa early 2020  
by Simon Carless [03.23.20]
We’re back, as the world gets a little bit odder every day, with some notable game discoverability updates for the month of March, particularly looking at the Steam and Epic stores.
Console/PC, Indie, Business/Marketing

Video: How sound tells the story of Night in the Woods  
by Staff [03.23.20]
In this 2018 GDC talk Em Halberstadt explores the atmospheric audio of Night in the Woods, including the ways in which it changes over time, and brings life to that which cannot be seen.
Indie, Audio, Design, Video, Vault