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Posted by Simon Carless on 08/23/21 06:16:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
When it comes to planning and monitoring social media, your Steam page, and websites for discovery success, what tools should you use? We look at some potential lenses.

Posted by Josh Bycer on 08/20/21 10:25:00 am in Design, Production, Console/PC, Indie, VR
Accessibility is a popular topic among developers and game dev discussions, but today's post talks about the design trap of only thinking about accessibility and not UI/UX, and ending up with a game all the worse for it.

Posted by Simon Carless on 08/18/21 11:54:00 am in Business/Marketing, Design, Production, Console/PC, Indie
How did web game Shapez.io end up grossing $1 million on Steam? We look at its route to success in this data heavy deep-dive.

Posted by Simon Carless on 08/16/21 07:30:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
PlayWay shared with its investors some very focused and precise data on Car Mechanic Simulator 2021 - so let's analyze it in detail!

Posted by Winifred Phillips on 08/16/21 11:20:00 am in Audio, Design, Production, Console/PC
1st installment of a 6-pt series: Composer Winifred Phillips shares content from her GDC2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." In this article: the use of song structure as a guide for horizontal resequencing.

Posted by Bob Whitaker on 08/12/21 10:27:00 am in Console/PC, Serious
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.





Posted by Thomas Schoonman on 08/24/21 10:08:00 am in Design
To automate or not to automate, with machine learning agents.

Posted by Prokhor Vernikovsky on 08/23/21 11:03:00 am in Programming
Constructing template-based curved trajectories.

Posted by Anthony Diggle on 08/23/21 11:03:00 am in Design, Programming, Console/PC, VR
I have developed a new movement technique for VR with the intention of using it for an action platformer. I talk about the whole process, what motivations I had, what my design decisions were, and how I technically solved the movement.

Posted by Paul Mozet on 08/23/21 11:02:00 am in Design
A sneak peak into narratology applied to games.

Posted by Anthony Umemoto on 08/23/21 11:02:00 am in Production, Serious
In this research paper, I compile causes of crunch to better understand the reasons many developers find themselves overworking. I then address the causes outlined with specific practices developers can use to mitigate, and hopefully eliminate, crunch.

Posted by Muhamed Muhamed on 08/23/21 11:00:00 am in Console/PC
Examines the colorful tricks that were used in the development of Cattials.