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December 4, 2021
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Updates » Design
Video games & TikTok: how to get discovery right  
by Gamasutra Staff [05.26.21]
TikTok, the shortform/mobile video social app which sports hundreds of millions of MAUs worldwide, is great for game discovery. But how? We talk to Jenny Windom about it.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

With Farlight 84, mobile hitmaker Lilith Games makes a play for PC market  
by Staff [05.26.21]
AFK Arena creator Lilith Games is going cross-platform with Farlight 84, a battle royale game that may be a sign of shifting trends among traditionally mobile game developers.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Epic letting devs take Unreal Engine 5 for a spin with early access launch 2
by Chris Kerr [05.26.21]
Epic Games has launched an early access version of Unreal Engine 5 to let developers begin testing features and start prototyping upcoming projects.
Console/PC, Programming, Design, Production, Business/Marketing

We've prepped a bevy of developer Q&As for your benefit at GDC 2021  
by Staff [05.25.21]
See tons of great interviews with talented game developers at the all-digital GDC 2021
Console/PC, Programming, Design, Business/Marketing, GDC

Blog: Making our game more accessible for players with visual impairments  
by Gamasutra Community [05.25.21]
A behind-the-scenes look at some of the improvements we are making to the UI of Business Heroes: Food Truck Simulation to make it more accessible to players with visual disabilities.
Design, Production

Don't Miss: A 2011, pre-relaunch look at Naoki Yoshida's plans for fixing Final Fantasy XIV 10
by Alissa McAloon [05.24.21]
This candid 2011 interview sees producer Naoki Yoshida setting out on his journey to redevelop Final Fantasy XIV into A Realm Reborn: A Quixotic quest, ultimately successful.
Console/PC, Social/Online, Design, Business/Marketing

The 'combo' era: how GaaS, subscriptions, and IAP mesh  
by Gamasutra Staff [05.24.21]
What do you get when Games As A Service, in-game purchases/DLC, and Game Pass-like subscriptions combine? A disruptive situation for the premium PC & console game market.
Console/PC, Indie, Design, Production, Business/Marketing


Q&A: Leslee Sullivant, TikTok's game development truth-teller  
by Bryant Francis [05.24.21]
Design producer and TikTok-er Leslee Sullivant explains her success in the bite-sized video platform, and discusses why so many developers relate to her videos.
Console/PC, Design, Production, Business/Marketing

Get a job: Join Sucker Punch Productions as a Combat Designer  
by Staff [05.21.21]
Sucker Punch games focus on strong and innovative player abilities mixed with rich storytelling and challenging encounters. As a Combat Designer, you’re in the middle of this, helping create a cohesive and exhilarating experience.
Design, Recruitment

'No one will like it': Resident Evil Village micro-doc highlights QA heroes 2
by Kris Graft [05.21.21]
An eight-minute documentary on Capcom's recently-released Resident Evil Village candidly displays the doubt surrounding the game's quality, and how QA feedback saved the day.
Design, Production, Video

Designing the 'Fortune System' in Unexplored 2 to replace virtual dice rolling 2
by Gamasutra Community [05.21.21]
An in-depth look at how we designed the 'Fortune System' for Unexplored 2. This mechanic is our equivalent of dice rolls in table-top RPGs.
Console/PC, Design

Video: Transitioning into narrative design from other roles  
by Staff [05.21.21]
In this 2019 GDC talk, Splash Damage's Ayesha Khan gives concrete tips for tailoring applications, portfolios, and interviews for narrative design rather than for game writing or game design roles.
Console/PC, Design, Video

Learn about the making of Genshin Impact's open world at GDC 2021  
by Staff [05.20.21]
miHoYo CEO Haoyu Cai will discuss the origins of Genshin Impact in his talk at the all-digital GDC 2021.
Console/PC, Design, GDC

Should we take Roblox seriously as a game discovery platform?  
by Gamasutra Staff [05.19.21]
You probably know at least a little about Roblox, since it’s kind of a big deal right now. But what's it like for developers wanting to make their own games for it? We take a look alongside other game discovery news.
Console/PC, Indie, Design

Don't Miss: Breaking down the success of The Witcher 3's open world 6
by Staff [05.19.21]
Now 6 years out from release, take a look back at this analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Don’t miss all the great Advocacy talks at GDC 2021  
by Staff [05.19.21]
There's so many great talks in the Advocacy track at the all-digital GDC 2021, here's a few you shouldn't miss.
Console/PC, Design, Business/Marketing, GDC

To support two players, Arkane made Deathloop's levels more open than ever  
by Bryant Francis [05.19.21]
Deathloop game director Dinga Bakaba break down some of the challenges of putting a second player into the open-ended levels Arkane Studios has become known for.
Console/PC, Design

At GDC 2021, see how Sucker Punch worked to get Feudal Japan right in Ghost of Tsushima  
by Staff [05.18.21]
At the all-digital GDC 2021 Sucker Punch’s Jason Connell will discuss how an American team worked to ship a game about Feudal Japan that felt real and authentic.
Console/PC, Design, GDC

How game designers handle the burden of encumbrance 3
by Jack Yarwood [05.18.21]
It's common in a lot of survival and role-playing games to pick up an item, and suddenly find yourself glued to the floor. We speak with creators on games like Fallout, Fable and more to get down to the design motivations behind encumbrance.
Console/PC, Indie, Design