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August 5, 2020
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Updates » Video
Chat with the IGF-nominated devs behind Slay the Spire at 3PM EST!  
by Bryant Francis [02.05.20]
Get ready for the 2020 IGF Awards and chat with Slay the Spire developer Casey Yano!
Console/PC, Design, Video, IGF

Road to the IGF: Flight School Studio's Creature in the Well  
by Joel Couture [02.05.20]
Creature in the Well abandons you in a deserted town filled with bizarre machines that can be awakened by bouncing energy balls off of them, adding adventure & mystery to pinball action.
Console/PC, Indie, Art, Design, Video, IGF

Road to the IGF: Turnfollow's Wide Ocean Big Jacket  
by Joel Couture [02.04.20]
Wide Ocean Big Jacket follows an aunt and uncle on a camping trip with their niece and her boyfriend, exploring who they are as they all get to know one another.
Video, IGF

Video: Cursed problems in game design  
by Staff [02.03.20]
In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: Kamibox's Song of Bloom  
by Joel Couture [02.03.20]
Nuovo Award-nominated Song of Bloom makes use of all of the features of a mobile device to create a personal story and a commentary on our culture.
Video, IGF

Nailing down the gooey physics of indie platformer Gish 1
by Alissa McAloon [01.31.20]
The folks over at Noclip have another insightful game developer mini documentary up online, this time exploring the origins of the early physics based platformer Gish.
Indie, Design, Video

Video: A game artist's guide to escaping your comfort zone  
by Staff [01.31.20]
In this 2018 GDC talk Ubisoft's Liam Wong talks about going outside of your comfort zone, building confidence, and growing as an artist, both in his career in games and as a photographer.
Console/PC, Indie, Art, Video, Vault

Road to the IGF: Demensa's' Life Tastes Like Cardboard  
by Joel Couture [01.31.20]
Nuovo Award-nominated Life Tastes Like Cardboard is a semi-autobiographical game about "boredom and self-pity," delving into the developers own dark thoughts and experiences in their life.
Video, IGF

Video: Using chance to enhance fun  
by Staff [01.30.20]
In this 2016 GDC talk, Dragon's Eye Productions' Dr. Cat discusses customized techniques for generating random numbers which are optimized for player-psychology and design intentionality.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: Analgesic Productions' Anodyne 2: Return to Dust  
by Joel Couture [01.30.20]
Melos Han-Tani and Marina Ayano Kittaka, developers of the Seumas McNally Grand Prize-nominated game, chat with Gamasutra about the development companionship that fuels the ideas of Anodyne games. 
Indie, Design, Video, IGF

Video: How Bungie crafted the music of Destiny 2's open world  
by Staff [01.29.20]
In this 2018 GDC session, composer C. Paul Johnson and Bungie's Skye Lewin and Michael Sechrist walk through the process of designing the score and musical approach for open-world shooter Destiny 2.
Console/PC, Social/Online, Audio, Video, Vault

Video: What a decade with Thoreau can teach you about game design  
by Staff [01.28.20]
In this 2019 GDC talk, designer Tracy Fullerton discusses the design challenges of translating Henry David Thoreau's classic work Walden into a game and shares what game devs can learn from Thoreau.
Indie, Design, Video, Vault

Q&A: How Steam co-op hit GTFO chooses depth over breadth in game design  
by John Harris [01.28.20]
"Our philosophy was that we’d rather be one of few ducks in a small pond, than being one of many ducks--and probably a comparatively small one--in a big pond," says 10 Chambers Collective co-founder Simon Viklund.
Console/PC, Indie, Design, Video

Video: Subtitles are changing; don't be left behind 2
by Staff [01.27.20]
In this 2019 GDC talk, advocate Ian Hamilton breaks down the best practices for developers to accommodate the growing demand for well-executed subtitles.
Console/PC, Indie, Design, Video, Vault

Road to the IGF: Zachtronics' Eliza 1
by Joel Couture [01.27.20]
Seumas McNally Grand Prize-nominated Eliza puts therapy in the hands of an AI, using algorithm and data to attempt to solve humanity's problems and asking what problems will come of this.
Indie, Video, IGF

Video: A game dev's guide to the UX of engagement and immersion  
by Staff [01.24.20]
At GDC 2017 UX designer Celia Hodent discusses the UX challenges of retention and how to use cognitive science and the scientific method to make your game enjoyable and engaging in the long term.
Console/PC, Design, Video, Vault

Road to the IGF: inkle's Heaven's Vault  
by Joel Couture [01.24.20]
Heaven's Vault follows an archaeologist trying to translate a lost language in an ancient Nebula, finding its hidden meanings one symbol at a time.
Indie, Video, IGF

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Video: Showcasing your indie game with the right messaging and video  
by Staff [01.22.20]
In this 2019 GDC talk editor Derek Lieu and marketer Dana Trebella teach a practical process to find your indie game's unique message, and how to explain the hook via strong visuals and trailers.
Indie, Business/Marketing, Video, Vault

Road to the IGF: Mega Crit Games' Slay the Spire  
by Joel Couture [01.22.20]
Slay the Spire tasks players with creating decks of cards that combine into crushing combos that will smash anything in their path.
Indie, Video, IGF