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December 4, 2021
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Updates » Design
Get a job: Myr is hiring a Tookits Engineer  
by Staff [08.17.21]
Myr is hiring a Toolkits Engineer to help build new virtual reality games with a remote team.
Console/PC, Design, Recruitment

Blog: A Raptor Boyfriend postmortem 3
by Gamasutra Community [08.17.21]
This postmortem is about trying to identify what happened during the development of Raptor Boyfriend. What were the decisions that led to positive, neutral and negative outcomes? Let's take a look.
Design, Production

Blog: Horizontal resequencing and song structure for game music composers  
by Gamasutra Community [08.17.21]
Composer Winifred Phillips shares content from her GDC2021 lecture, 'From Spyder to Sackboy: A Big Adventure in Interactive Music.'
Audio, Design

Designing dual-perspective puzzles for 2D-3D platformer Toodee and Topdee  
by Joel Couture [08.17.21]
Puzzle platformer Toodee and Topdee offers an interesting perspective on a classic genre. Here's how developers Dietzribi turned a Ludum Dare prompt into this perspective-swapping puzzler.
Console/PC, Indie, Design, Video

Data dive: inside a successful sequel launch  
by Gamasutra Staff [08.16.21]
PlayWay shared with its investors some very focused and precise data on Car Mechanic Simulator 2021 - so let's analyze it in detail!
Console/PC, Indie, Design

Don't Miss: Making XCOM tighter and more focused with Chimera Squad 1
by Alex Wawro [08.16.21]
What made XCOM: Chimera Squad so dang compelling? Lead designer Mark Nauta told us how Firaxis broke the strategy series down to its juiciest bits in this 2020 interview.
Console/PC, Design

Get a job: Insomniac Games is hiring a Combat Designer  
by Staff [08.16.21]
Insomniac Games is looking to hire a combat designer who can tackle a number of different game design challenges.
Console/PC, Design, Recruitment

Blog: Some game economy design essentials  
by Gamasutra Community [08.16.21]
Today we're looking at best practices for creating a framework for crafting a game economy that keeps your audience persistently enthralled and coming back for more.
Smartphone/Tablet, Design, Business/Marketing

Blog: How social interaction influences players in MMORPGs  
by Gamasutra Community [08.16.21]
Games have strong interaction with all the users. How to retain players is a problem we want to explore more.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Embodying coziness in Here Comes Niko!, a '3D platformer for tired people' 2
by Joel Couture [08.16.21]
"We noticed that we regularly were too exhausted to play the kind of games we used to like. So, we started working on a game that we could play even when we didn't have energy for anything else."
Console/PC, Indie, Art, Design, Video

Don't Miss: The real buildings that inspired Control's Oldest House 2
by Ewan Wilson [08.13.21]
If you love Control, you'll love this look at the Brutalist architecture that inspired The Oldest House.
Console/PC, Design

Blog: Historians discuss Old World 1
by Gamasutra Community [08.13.21]
Historians Bob Whitaker and John Harney play Old World. Topics include the game's perspective on the ancient world, Old World's layers of decisions, and comparisons to Sid Meier's Civilization and Paradox games.
Social/Online, Indie, Design, Production

Get a job: Sony PlayStation is hiring a Live Ops Analytics Director  
by Staff [08.13.21]
Sony PlayStation is hiring a Live Ops Analytics director to manage the data that drives games like God of War, Horizon Zero Dawn, and more!
Console/PC, Design, Recruitment

From Mafia to Among Us - can social deduction evolve as online multiplayer?  
by Gamasutra Community [08.13.21]
As a veteran Mafia player and as an aspiring game designer launching my first game on Kickstarter, I will share my two cents on the emergence of online multiplayer social deduction games.
Social/Online, Indie, Design, Production

Don't Miss: Making Frostpunk grim without descending to dark comedy 9
by Bryant Francis [08.12.21]
Learn about how Frostpunk managed to tell a grim story without descending into despair or dark comedy.
Console/PC, Design

Blog: The impact of the economy on RTS multiplayer level design 1
by Gamasutra Community [08.12.21]
An analysis of the relationship between an economy and the placement of resource spots in multiplayer level design.
Design

Designing Highfleet, a strategy game with heavy machinery and twirling knobs  
by Bryant Francis [08.12.21]
Konstantin Koshutin, creator of Highfleet discusses some of the design decisions that went into this new take on the simulation strategy genre.
Console/PC, Design, Video

Blog: The importance of player freedom and prototyping exploration mechanics  
by Gamasutra Community [08.12.21]
Exploring design considerations in creating a video game to evoke meaningfulness through the lens of various disciplinary perspectives such as philosophy, psychology and spirituality.
Design, Production, Business/Marketing

Estimating Steam and console sales: two hot methods!  
by Gamasutra Staff [08.11.21]
Do you want two essential spreadsheets for estimating Steam & console game sales? Because that's what you've got, alongside lots more game discovery news.
VR, Console/PC, Indie, Design, Production, Business/Marketing

Blog: How difficulty impacts motivation in game design 2
by Gamasutra Community [08.11.21]
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out if they feel stuck.
Design