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August 25, 2019
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Posted by michael how on 08/23/19 10:30:00 am in Design
Within this post I have sort to show the creative process of a Mission design document for a narrative driven game. I use Last of Us as an example. This should aid those looking to refine technique or new developers learning them; Especially cover based.

Posted by Keith Burgun on 08/23/19 10:27:00 am in Design
Author of "Clockwork Game Design" talks about some of the properties of the design, as well as the theory behind it, for his newest title, Dragon Bridge.

Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.

Why don't all video game stores have prominent, detailed real-time charts showcasing new & trending games using actual sales, versus obfuscating them under 'featured' titles or complex menu navigation?

Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.

Posted by Joost van Dongen on 08/19/19 10:33:00 am in Design
What to do if something is overpowered for beginners, but fine for experienced players? Simple stat changes won't do in such cases. This blogpost discusses 3 approaches to fixing beginner balance that we've used in Awesomenauts and Swords & Soldiers 2.





Posted by Catherine Fox on 08/23/19 12:01:00 pm in Production, Serious
The first of our Development Diary articles! We'll be sharing news about the development of Beyond A Steel Sky from time to time. Make sure to check back in for lots of extra Beyond A Steel Sky information and behind the scenes content!

Posted by Night Blade on 08/23/19 10:26:00 am in Programming, Production, Indie
I created Eman Quest, a procedurally-generated mini-RPG with memory mechanics, over nine months, in Godot. In this retro, I chronicle what went well, not so well, and some actionable take-aways (especially if you use Godot).

Posted by James Deighan on 08/23/19 10:18:00 am in Audio
We’re going to analyze a few of the audio samples created for Bite the Bullet, and how they work to support the game’s feel, and take alook at the basic sound design skills that can be practiced on any DAW (digital audio workstation) of your choice.

Posted by James Deighan on 08/23/19 10:17:00 am in Design
Food is everywhere in video games. It can be found beneath phone booths or inside walls. Sometimes it heals the player, and other times it just assists them in gaining that high score. Other times, it’s a central mechanic of the game. You eat, cook, or

Posted by Nic Rutherford on 08/22/19 11:18:00 am in Business/Marketing, Social/Online
More information about the Fringe Planet Kickstarter - a week into the adventure

95% of mobile F2P games are unprofitable. In this series of articles, I’ll share my insights on the most common reasons why mobile games don’t reach profitability. To kick things off, let’s start with: starting development without a clear business c