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August 14, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Production
Video: How Brendan 'PlayerUnknown' Greene went from mod maker to creative director  
by Staff [08.13.18]
In this GDC 2018 talk, PlayerUnknown's Battlegrounds' Brendan Greene shares his history in games, mod making, and the path he took to become creative director at PUBG Corp.
Console/PC, Design, Production, Video

Fallout 76 avoiding Steam so Bethesda can form 'direct relationships' with players 6
by Chris Kerr [08.13.18]
"We've done online games before, we've done some games-as-service, and with Fallout 76, it was just really important to us to have that direct relationship with the customer."
Console/PC, Production, Business/Marketing

Video Game Deep Cuts: We, Happy To Take The Magic Leap  
by Gamasutra Staff [08.13.18]
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Adaptive gameplay aesthetics part 1: A disruptive game design framework 1
by Gamasutra Community [08.10.18]
I wanted to provide a disruptive game design framework based on shape language and traditional composition for heightening physical empathy. Here's how I did it.
Design, Production

Publishing platforms need policies around not-for-profit game devs  
by Emma Kidwell [08.09.18]
In an interview with Polygon, Glitch executive director Evva Kraikul discusses the hurdles that not-for-profit organizations face when negotiating with platform holders to publish their games. 
Indie, Production, Business/Marketing

Don't Miss: The making of the original Harvest Moon for SNES 5
by Staff [08.09.18]
Take a look back at this 2012 talk from Yasuhiro Wada where he discusses the development of the original Harvest Moon for the Super Nintendo, which released on this day in 1996.
Console/PC, Design, Production

Weekly Jobs Roundup: Crystal Dynamics, Sucker Punch, and more are hiring now!  
by Staff [08.08.18]
Studios are looking to hire designers, artists, producers, engineers, writers, and more right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Developing a Kickstarter game over four years - Part 1
by Gamasutra Community [08.08.18]
This is a transcript of a video series I'm making on the overall experience of developing a Kickstarter game over the last four years.
Production, Business/Marketing

Blog: How to make a Discord RPG - Part 1 1
by Gamasutra Community [08.08.18]
The first in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system.
Design, Production

Blog: Tips and best practices for localizing licensed IPs  
by Gamasutra Community [08.07.18]
Learn about the best practices for localizing your licensed game so you can prepare well in advance.
Production, Business/Marketing

Firewatch art director Olly Moss has joined Valve  
by Chris Kerr [08.07.18]
Moss announced the news in a short tweet, but stopped short of revealing what he'll be doing at the Half-Life and Portal creator.
Art, Production, Business/Marketing

Blog: How to do cost-effective QA for your mobile games  
by Gamasutra Community [08.07.18]
From successful planning to test execution, the blog gives exclusive insights into how to approach cost-effective QA for your mobile project.
Smartphone/Tablet, Production

Don't Miss: Giving back colors to cryptic worlds in Dead Cells 5
by Staff [08.06.18]
"Despite featuring zombies and developing a game where the foreboding sense of danger never leaves you, we choose not to mimic the artistic direction of similar titles." - Gwenaël Massé, artist on Dead Cells.
Console/PC, Indie, Art, Production

Looking beyond League: Riot discusses the ideal qualities of its second game  
by Alissa McAloon [08.06.18]
Riot Games co-founder Marc Merrill details how the company is approaching a potential second game in an interview with Variety.
Console/PC, Social/Online, Production

Video Game Deep Cuts: It's VGDC Issue #100!  
by Gamasutra Staff [08.06.18]
This week's longform article & video highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2019 wants your best Production & Team Management talks!  
by Staff [08.03.18]
GDC 2019 organizers seek experienced producers who have shipped games or managed live games to share their best techniques or experiences which helps them produce better games or build better teams!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Blog: My love-hate relationship with the conception phase  
by Gamasutra Community [08.03.18]
As any production phases can be very, very demanding and stressful, but the most creative and painful period for me is the conception phase. For me, it's a dream and a nightmare.
Design, Production

RPG Maker and the value of the video game construction set  
by John Harris [08.03.18]
Looking for a new game-making tool? Writer John Harris celebrates the value and history of video game construction sets, and offers a guide to using one like RPG Maker FES to prototype your own ideas.
Console/PC, Indie, Design, Production

Lightfield Hyper Edition Q&A: A look back at development  
by Thomas Faust [08.02.18]
Lost in the Garden cofounder Simon Wallner chats about how things have gone for the Aussie indie team after they launched a special Hyper Edition of their trippy sci-fi racer Lightfield.
Indie, Design, Production, Video

Don't Miss: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [08.02.18]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-like that was self-published across multiple platforms.
Console/PC, Indie, Art, Design, Production