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September 20, 2019
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Updates » Production
Blog: Transitioning from desktop to mobile game development 2
by Gamasutra Community [05.06.19]
This is the blog post that I wish I had read when I first transitioned to mobile games: an overview of the top challenges and solutions I faced developing mobile games having focused solely on PC games prior.
Console/PC, Smartphone/Tablet, Programming, Production

Blog: Mapping your soft launch with hard-hitting IP  
by Gamasutra Community [05.06.19]
Strong IP is a boost that can catapult games apps to the top of the charts. To make it big requires a new level of teamwork and open communications.
Production

Video Game Deep Cuts: Type Dreams, Death Punch Nightmares  
by Gamasutra Staff [05.05.19]
This week's roundup includes a look at the Cart Life creator's Victorian typing follow-up, the primal rage of One Finger Death Punch 2, developer pets in video games & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Inside Prismata's hierarchical portfolio search AI
by Staff [05.03.19]
At GDC 2017 Lunarch Studios' David Churchill describes the Hierarchical Portfolio Search AI system created for Prismata, and how it can be adapted to fit almost any genre of game!
Console/PC, Production, Video, Vault

Blog: What is 'live support' and how does it fit into the games industry?  
by Gamasutra Community [05.03.19]
This is how customer support, quality assurance and community can work together with the right tools to provide a customer-centric approach to live support.
Production

Former temps claim NetherRealm has long history of exploitation and abuse 3
by Chris Kerr [05.02.19]
Update "[Temps] were called nicknames behind their backs and they were very inappropriate, especially for women. A lot of the nicknames for women were really perverted and disgusting."
Console/PC, Production, Business/Marketing

Q&A: Producing a bigger Borderlands  
by Bryant Francis [05.02.19]
Borderlands 3 producer Chris Brock explains to Gamasutra some of the guiding principles that have helped a larger-than-ever Gearbox create the largest Borderlands game yet.
Console/PC, Production

Video: The Paperboy Classic Game Postmortem  
by Staff [05.01.19]
At GDC 2019 veteran game maker John Salwitz (Paperboy, Rampart, Klax) delivers a fantastic postmortem of Atari's 1985 arcade classic Paperboy!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: A postmortem of the original Sonic the Hedgehog  
by Staff [04.30.19]
Naoto Ohshimaand Hirokazu Yasuhara discuss their perspectives on the creation of Sonic the Hedgehog in this classic game postmortem.
Console/PC, Design, Production

Video Game Deep Cuts: Gone for Days, Leaked ROMs for Fortnites  
by Gamasutra Staff [04.29.19]
This week's roundup includes a look at Days Gone, a unique story of an Atari arcade game 'leaked', Fortnite's unpalatable dev crunch, parallax in games, Mortal Kombat 11's grindy glories, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Ex-NetherRealm devs: crunch and exploiting contractors was the studio norm 3
by Alissa McAloon [04.29.19]
Developers discuss crunch and on how contracted employees can be exploited by game development studios.
Console/PC, Production

Get a job: Pixar Animation Studios, FoxNext Games, are more are hiring now!  
by Staff [04.26.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem 5
by Staff [04.26.19]
Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Design, Production

Blog: Orchestrating game worlds using Event SuperVision - Part 2 2
by Gamasutra Community [04.26.19]
In the second part of my blog series, I discuss the variety of 'Game Event' types, including what's unique, repeatable, and conditional.
Design, Production

Get a job: Sony PlayStation is hiring a Sr. Manager, Competitive Gaming  
by Staff [04.24.19]
PlayStation is looking for a Sr. Manager of Competitive Gaming to help drive the execution of its esports business.
Social/Online, Production, Recruitment

Respawn CEO: Sticking to seasonal updates better for Apex Legends devs 5
by Alissa McAloon [04.24.19]
Despite temptations to ramp up content production or hiring after that initial boom, Respawn CEO Vince Zampella says it was best for the team to stick to its original pacing plans for new content
Console/PC, Social/Online, Production

Blog: 10 important Kickstarter hacks from an expert  
by Gamasutra Community [04.24.19]
A quick checklist of expert hacks that should help you create a successful Kickstarter campaign.
Design, Production, Business/Marketing

Constant development means a perpetual push to crunch at Epic, say Fortnite devs 14
by Alissa McAloon [04.23.19]
"If I take time off, the workload falls on other people, and no one wants to be that guy," one dev tells Polygon how crunch has become an unofficial requirement for QA at Epic Games.
Console/PC, Social/Online, Production

XRDC returns this October, so now's the time to pitch your great AR/VR talks!  
by Staff [04.23.19]
There's no better place to be if you want to check out the latest AR/VR tech while sharing knowledge with your peers -- and now's the time to submit your pitches for talks!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production