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July 16, 2018
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  • Editor-In-Chief:
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  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

The sound design behind Bethesda's Oblivion and Fallout 3  
by Emma Kidwell [07.10.18]
In a recent video interview with Noclip, audio director Mark Lampert goes over the music and sound behind classic Bethesda titles from Fallout to The Elder Scrolls series. 
Audio, Design, Console/PC

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Gamasutra Staff [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Gamasutra Staff [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Using VR audio to bring a sense of scale to pint-sized puzzler Moss  
by Chris Kerr [06.28.18]
"I adopted a mindset that I don’t know what the 'right way' is, and that predisposed me to thinking about problems with the game's needs and player experience over convention."
Audio, Production, Video

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


Composing video game music for Virtual Reality: Comfort versus performance  
by Winifred Phillips [07.16.18]
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
Audio, VR

Video Game Deep Cuts: Octopath's DOS Demake  
by Simon Carless [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

From New Challenger to World Warrior: Localization Considerations  
by Keegan A Dillman [07.15.18]
Plan on sharing your product with a new locale? Great! Check out these suggestions from QA to make the transition as smooth as possible.
Audio, Business/Marketing, Design, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Simon Carless [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Simon Carless [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

My first time at A MAZE Berlin and why everyone should check it out  
by Dan Williams [06.25.18]
This post covers my first experience with the A MAZE Berlin 2018 festival, my participation with the Goethe Institut, and what I think is so important about both of these events.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie


Deck13 Interactive — Frankfurt, Germany
[07.11.18]
Senior Game Designer