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August 13, 2020
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THQ parent company Embracer has purchased Metro dev 4A Games and others  
by Chris Kerr [08.13.20]
THQ Nordic parent company Embracer Group has announced a spate of acquisitions, including a number of game studios.
Business/Marketing, Production, Console/PC, Smartphone/Tablet

GDC reveals upcoming virtual program, 2021 event lineup  
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Street Fighter producer Yoshinori Ono is departing Capcom 2
by Chris Kerr [08.10.20]
The veteran producer joined Capcom as a sound programmer and composer in the early '90s, cutting his teeth on arcade titles like Street Fighter Alpha and Saturday Night Slam Masters.
Business/Marketing, Production, Console/PC

Game Discoverability Now: How big is your game's Discord? (Not this big!)  
by Simon Carless [08.10.20]
Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Business/Marketing, Design, Production, Console/PC, Indie

Leveraging physical animation to sell Force powers in Jedi: Fallen Order  
by Chris Kerr [08.07.20]
Every Star Wars fan has dreamed of being a Jedi. But what is it about becoming a monk-like guardian of peace and justice that's so damn appealing? It's force powers. The answer is always force powers.
Programming, Production, Console/PC, GDC

Inside the twisting, turning development of Hardspace: Shipbreaker 1
by Alex Wawro [08.06.20]
At GDC Summer Blackbird Interactive’s Rory McGuire and Elliot Hudson reveal how the studio came up with a great original game idea and, through some hard pivots, turned it into Hardspace: Shipbreaker.
Production, Indie, GDC


Variation and Fragmentation in Game Music: Game Composers and the Importance of Themes (Pt. 3)  
by Winifred Phillips [08.13.20]
Third of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of fragmentation and variation.
Audio, Design, Production, Console/PC, Indie, Social/Online

DUNGEONS AND UNDEAD.Indie local multiplayer Hack&Slash  
by Alejandro Munilla [08.12.20]
Dungeons and Undead first short level ready.You may connect locally in the same screen to up to 4 players through Android(local Wifi),Xbox One controllers,Keyboard&Mouse. Play with friends and family! https://store.steampowered.com/app/1278580
Business/Marketing, Programming, Production, Console/PC, Indie

Pandemic Impacts: How are you feeling today?  
by Andre Faure [08.12.20]
I’m feeling so-so. Yesterday was better than today, and I have no idea how I’m going to feel tomorrow. I’m self-quarantined for almost 6 months, since March 17th. I have the privilege, like many of us in the games industry, to function 100% at home.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Why do you hire a game tester?  
by Johan Hoberg [08.11.20]
When hiring game testers, we should look beyond specific tasks, such as finding bugs, and hire for a competence and skillset, which we then allow to create value in the best possible way.
Programming, Production, Console/PC, Smartphone/Tablet

Scope: Choose A Target! Focus! Shoot!  
by Levon Demurchyan [08.11.20]
This is the first of a series of articles about Scope, where I try to pass on some of my knowledge on the topic and some mechanisms that help control it. It is presumably helpful for any kind of game developers.
Production

Why are you making your game's store page unattractive? 4
by Simon Carless [08.10.20]
There’s been a lot of discussion on best practices for your video game store page (whether that be console, PC, or even mobile.) And yes, it’s quite important. Here's the big things you should be doing.
Business/Marketing, Design, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR


Square Enix Co., Ltd. — Tokyo, Japan
[08.09.20]
Experienced Game Developer


Plarium Michigan Studio LP — San Mateo, California, United States
[08.07.20]
UX Designer
Rumble Games was founded in 2011 and is located in San Mateo, California. The studio is home to a tight-knit team of professionals whose mission is to create the most engaging and fulfilling mobile game experiences on the planet. We are focused on combining the best of AAA game graphics and design with free-to play accessibility. We are passionate about collaboration and iteration to create games that will surprise and delight our players.