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October 17, 2019
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Updates » Design
Dreamcast 20th anniversary interview extravaganza 2
by Gamasutra Community [09.09.19]
As the Dreamcast turns 20, we got comments from developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Design, Business/Marketing, History

Practical game writing insight from No Man's Sky: Atlas Rises' Greg Buchanan  
by Jason Coles [09.09.19]
Greg Buchanan, writer of the No Man's Sky campaign Atlas Rises and other games including his own American Election, shares his thoughts on writing for open world and linear games.
Console/PC, Design

Video Game Deep Cuts: Underpricing The Gears Of Steam  
by Gamasutra Staff [09.07.19]
This week's highlights include why you might be underpricing your video game, a look at the debuts of Gears Of War 5 and Wilmot's Warehouse, & how Steam users see your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: GDC has launched a new podcast! 2
by Kris Graft [09.06.19]
Game Developers Conference has a new monthly podcast! Don't miss the August episode, featuring Kris Graft and Alissa McAloon, along with game production expert Grant Shonkwiler as the first guest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast

Blog: Unity Addressables - It's never too big to fit 7
by Gamasutra Community [09.06.19]
You're leading a team of programmers and artists to port a good-looking PS4 VR game to Oculus Quest. You have 1 month to halve your memory budget and 6 months to complete it. What's your first move?
Design

Video: Designing levels for a video game mixtape  
by Staff [09.06.19]
In this 2017 GDC talk, Alejandro Quan-Madrid discusses the creation of mobile game FRKN WKND, a kind of video game mixtape that's made up of a collection of autobiographical vignette games.
Console/PC, Indie, Design, Video, Vault

The beauty industry is getting an AR makeover; learn how at XRDC!  
by Staff [09.06.19]
Cutting-edge AR beauty tech (like augmented reality mirrors) is here; ModiFace's Jennifer Tidy will give you the inside scoop on how, why, and what it means for you at XRDC in San Francisco next month!
VR, Design, Business/Marketing, XRDC

Blog: I am the cheapest bastard in indie games 15
by Gamasutra Community [09.06.19]
In this indie biz deep dive, we share a bunch of budget and sales numbers to show how accepting our limitations helps our business succeed.
Design, Business/Marketing

Don't Miss: From concept to doubt to reevaluation: Designing Creature in the Well  
by Staff [09.05.19]
Like many developers, Flight School Studio wasn't sure if its game, Creature in the Well, would have the legs to be a full-fledged product.
Console/PC, Design

Blog: Finding and eliminating bugs in NES development 1
by Gamasutra Community [09.05.19]
If bugs didn't bother us, the development process would be faster and more enjoyable. Unfortunately, they do, but there are many tools and strategies for eliminating bugs - even for retro programmers.
Programming, Design

IGF 2020 Inspiration: Star Maid's Nuovo Award-winning Cibele  
by Staff [09.05.19]
Submissions for the 2020 Independent Games Festival are open through September 30th, and to give you a little inspiration, today we look back on IGF 2016 Nuovo Award winner Cibele!
Indie, Design, IGF

Blog: Kickstarter tactics based on our campaign for Unbound: Worlds Apart 3
by Gamasutra Community [09.05.19]
Earlier this year we launched a Kickstarter campaign for our game, Unbound: Worlds Apart. We aimed to raise $25,000 in 30 days. By the end of the campaign we had raised $41,000.
Design, Business/Marketing

Watch Rex Crowle discuss the design choices behind Knights And Bikes  
by Bryant Francis [09.04.19]
Watch Knights And Bikes co-designer Rex Crowle discuss the visual and gameplay style behind Foam Sword's debut game.
Console/PC, Design, Video

Chat with the Knights And Bikes and Remnant: From the Ashes devs today!  
by Bryant Francis [09.04.19]
A rare double feature on the GDC Twitch channel today will let you chat with the developers of Knights And Bikes and Remnant: From the Ashes.
Console/PC, Design, Video

How Remedy harnessed the ethereal beauty of brutalism to shape Control 1
by Chris Kerr [09.04.19]
"The mundanity of the space is important, because 10 seconds later everything's going to be trashed, and there's going to be chaos."
Console/PC, Design

Learn to build better robots with the power of VR at XRDC this October!  
by Staff [09.04.19]
Come out to XRDC in San Francisco this October and enjoy a deep dive into the growing trend in human-robot interaction to design and test in VR - not just robot behavior, but the looks and mechanics!
VR, Design, XRDC

Crafting the mobile-friendly atmospheric storytelling of Sky: Children of the Light  
by John Harris [09.04.19]
thatgamecompany's Eileen Hollinger and Tim Nixon sat down with Gamasutra to explain how the studio's visual storytelling style plays out in Sky and how it molds meaningful multiplayer moments.
Smartphone/Tablet, Design, Production, Video

Don't Miss: Rethinking the RPG to make it fun to be the bad guy in Tyranny 2
by Chris Priestman [09.03.19]
"You may sell the player with a 'you get to be an evil bully' promise, but for there to be a source of conflict, there needs to be a mountain of bigger bullies to climb and strive against."
Console/PC, Indie, Design

Video Game Deep Cuts: Control The Knights On Bikes With Chains  
by Simon Carless [09.03.19]
This week's roundup includes a look at a whole heap of new games, including Control, Knights On Bikes, Ancestors, and Astral Chain, as well as a retrospective interview with Seaman designer Yoot Saito.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A data-driven deep dive into the 12 motivations for players  
by Staff [09.03.19]
In this 2019 GDC talk, Quantic Foundry's Nick Yee take a deep dive into 12 major player motivations, based on Quantic Foundry's survey of over 400,000 game players!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault