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November 20, 2019
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Updates » Production
Epic bolsters Unreal Engine with Twinmotion acquisition  
by Chris Kerr [05.14.19]
Epic has announced its new version of Twinmotion will be absolutely free to download and use for all customers until November 2019.
Design, Production

Rockstar acquires Indian art studio Dhruva from Starbreeze 1
by Chris Kerr [05.14.19]
Rockstar has purchased Indian art production studio Dhruva from Starbreeze for an undisclosed fee.
Art, Production, Business/Marketing

PSA: One week left to submit your talks for XRDC 2019  
by Staff [05.13.19]
XRDC happens October 14-15 at the Fort Mason Festival Pavilion in San Francisco, so make sure to submit your pitches for talks: the deadline for proposals is next Monday, May 20th at 11:59 PM Pacific!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, XRDC

The Australian Labor Party wants to restart the Interactive Games Fund 2
by Chris Kerr [05.13.19]
The Australian Labor Party has pledged to reintroduce the Australian Interactive Games Fund if voted in during the country's upcoming elections on May 18. 
Production, Business/Marketing

New releases driving sales at Square Enix, but launch costs cause profits to dip  
by Chris Kerr [05.13.19]
New releases including Kingdom Hearts III, Shadow of the Tomb Raider, and Just Cause 4 are driving sales at Square Enix, which just released its financials for the full-year ended March 31, 2019. 
Console/PC, Design, Production, Business/Marketing

The 12 principles of animation in video games  
by Jonathan Cooper [05.13.19]
In this chapter of his book "Game Anim: Video Game Animation Explained" Jonathan Cooper lays out the 12 principles of animation and how they're applied in games like Cuphead or Shadow of the Colossus.
Console/PC, Indie, Art, Production

Video Game Deep Cuts: That Yuppie Psycho, Thomas The Tank Engine  
by Gamasutra Staff [05.10.19]
This week's roundup includes the odd & striking Yuppie Psycho, an exploration of why Thomas The Tank Engine keeps getting modded into so many games, plus looks at Mordhau, Sable, Vader Immortal & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A behind-the-scenes look at how Subnautica was made  
by Staff [05.10.19]
In this insightful GDC 2019 postmortem Unknown Worlds Entertainment's Jonas Boetel explains how open development saved the studio's hit underwater survival game Subnautica.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Sony releases documentary detailing God of War's development 1
by Alissa McAloon [05.10.19]
Sony’s feature-length documentary Raising Kratos has been released, offering developers an in-depth look at the five-year development of the 2018 God of War reboot.
Console/PC, Production, Video

Blog: Creating a physics based fighting game in Unity 1
by Gamasutra Community [05.10.19]
How do you create a fighting game in Unity with realistic physics? This article shows you the basics, leveraging simple Spring PD controllers and Inverse Kinematics.
Programming, Design, Production

Big game, small team, no crunch: Behind the success of open world RPG Outward 13
by Bryant Francis, Kris Graft [05.10.19]
Nine Dots CEO Guillaume Boucher-Vidal discusses the ruthlessly efficient, crunch-free development on the sprawling open world RPG Outward -- and drops some big opinions on the old catchphrase "find the fun."
Console/PC, Design, Production, Business/Marketing

Video: The Lemmings Classic Game Postmortem  
by Staff [05.09.19]
In this GDC 2019 presentation Lemmings co-creator Mike Dailly discusses the creation of the seminal DMA Design puzzle-platform game starring those allegedly suicidal rodents
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Blog: Tools for selling your story  
by Gamasutra Community [05.09.19]
Games require teamwork, and if you're a game writer or developer then you'll need your team's support and buy-in on your work. So, here are some tools to help you sell your story to the masses.
Production, Business/Marketing

Blog: A mini-postmortem of the hero theme  
by Gamasutra Community [05.08.19]
Composer Winifred Phillips presents a mini-postmortem on the evolution of a single melodic theme -- first composed for EA's Spore Hero, and eventually appearing in a trailer for Avengers: Endgame.
Audio, Production

Porting Dead Cells to mobile: An in-depth breakdown  
by Laura Saada [05.07.19]
Laura Saada with mobile publisher Playdigious dives deep into the harrowing process of bringing a frenetic button-centric "roguevania" to touchscreen devices.
Smartphone/Tablet, Indie, Design, Production

Get a job: Join Sucker Punch Productions as a Narrative Writer  
by Staff [05.06.19]
Sucker Punch is looking for a Narrative Writer to help create engaging narrative content for our upcoming project, Ghost of Tsushima.
Console/PC, Production, Recruitment

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