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September 24, 2020
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Posted by Josh Bycer on 09/24/20 10:50:00 am in Design, Console/PC, Indie, Smartphone/Tablet
Many people don't think about puzzle games as being difficult or hard to design, but for today's post, we're going to look at why a puzzle could be even more demanding than any soulslike or action game.

Posted by Simon Carless on 09/23/20 01:02:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Rift Breaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?

Posted by Simon Carless on 09/21/20 01:54:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
What does Microsoft's $7.5 billion acquisition of Bethesda parent company Zenimax mean for the video game ecosystem in general, and regular publisher/devs in particular?

A large demographic segment of the game industry is currently over 50, but 50+ year old characters in games are typically underrepresented and limited to 4 common tropes. This post discusses these tropes, their implications and how to move past them

Sure, the Steam algorithm is important to those releasing PC games, but is it really sinister and all-encompassing? Let's get into that.

New research from market analyst firm Omdia shows that cloud gaming revenues will hit $12bn by 2025. Boosted by the Xbox Game Pass Ultimate and PlayStation Now, cloud gaming will generate $4bn in consumer spending in 2021 alone.

The main challenge with Kickstarter is that you cannot place a pixel on the Kickstarter page itself. So you need to work around this to track your conversions, while maintaining a highly compelling customer journey.

Posted by Egor Yusov on 09/24/20 10:41:00 am in Programming, Console/PC
This article gives an introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and shows how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API.

This story will consist of 3 parts, because I have released three games: ● Beasts Battle ● Necromancer Returns ● Magicians Legacy The articles will contain figures for each game, how much I invested (spent) in it and how much I earned.

Posted by Oleg Nesterenko on 09/22/20 12:10:00 pm in Design, Console/PC, Serious, Indie
Krzysztof Chomicki, game and level designer on Carrion, discusses what it took to create the ultimate monster simulation experience of 2020. Topics covered: MonoGame, physics simulation, controls, interconnected systems, level and puzzle design, etc.

Posted by Kevin McVay on 09/22/20 11:23:00 am in Design, Indie
Koji Igarashi, Daisuke Amaya and Takumi Naramura agreed to be judges for the recently held Game Development Challenge for Pixel Game Maker MV. They left some extremely informative nuggets of information for budding developers.

Posted by Vladimir Teneslav on 09/22/20 11:15:00 am in Art, Indie
In this blog I want to talk about what inspired me to get into art and ultimately create my own game, 7 Bones & 7 Stones - The Ritual.