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September 21, 2019
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Updates » Production
Don't Miss: Dealing with the scourge of burnout in game dev 10
by Staff [03.13.19]
Gamasutra speaks with a medical professional and a handful of devs about their personal stories of burnout, and how, as an industry, we can better prevent the awful practices that lead to it.
Console/PC, Indie, Production

Nintendo veterans reflect on the risks and rewards of hardware development  
by Chris Kerr [03.13.19]
"Even among our developers there are often doubts! When the Wii remote was first introduced as a concept, the reaction was: what is that? Is it real? Will it actually work?"
Console/PC, Design, Production

Brendan Greene stepping away from PUBG to head up new R&D division  
by Chris Kerr [03.13.19]
Greene intends to take charge of PUBG Corp's new Special Projects division, and will no longer be involved in the day-to-day development of PUBG.
Console/PC, Production

Blog: 13 tips to help you with localization
by Gamasutra Community [03.12.19]
Want to localize your next game but not sure how, or don't think you should even bother? Pull up a chair and read these production tips.
Production, Business/Marketing

Inclusion in games a pressing concern for players, according to survey 1
by Chris Kerr [03.12.19]
"These findings should validate and encourage game developers to incorporate inclusive content in their games."
Design, Production, Business/Marketing

Get a job: Maximum Games is hiring a Release Manager  
by Staff [03.11.19]
The Release Manager will be the primary point of contact at Maximum Games for platform holders and regulatory bodies and will be responsible for communicating project release timing within the company.
Production, Recruitment

Adobe is ending Shockwave Player support April 9th  
by Emma Kidwell [03.11.19]
Adobe announced earlier today that Shockwave will be discontinued, and the Shockwave player for Windows will no longer be available to download after April 9. 
Console/PC, Production, Business/Marketing

Developing indie JRPG Edge of Eternity in Early Access  
by Gamasutra Community [03.11.19]
'Open-world JRPG,' 'Indie,' and 'Early Access.' Marrying those three terms might sounds impossible but by using the magic of [Public Roadmap], our daunting assignment seems more accessible.
Console/PC, Design, Production

Video Game Deep Cuts: Sekiro's Rising Trials In Urban Planning  
by Gamasutra Staff [03.10.19]
This week's highlights include some early looks at From Software's anticipated Sekiro, the goofiness of GaaS bike sequel Trials Rising, and how SimCity inspired a lot of urban planners, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Tips for managing the unmanageable projects in game dev  
by Staff [03.08.19]
At GDC 2017, ClutchPlay Games' Amy Dallas takes to the stage for a no-nonsense talk aimed at helping producers work through the process of managing seemingly unmanageable game dev projects.
Console/PC, Indie, Production, Video, Vault

Get a job: Square Enix, Crystal Dynamics, and more are hiring now!  
by Staff [03.08.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Indie, Programming, Design, Production, Recruitment

Marvel Strike Force first-year revenue topped $150 million  
by Chris Kerr [03.08.19]
"Our $150 million in gross revenue comes from people loving the game over time. It’s a fairly constant state, based on long-term relationships with our players. That's coming to fruition."
Smartphone/Tablet, Production, Business/Marketing

Translating Steam hit Kenshi's 300K words into 6 languages  
by Kris Graft [03.08.19]
Kenshi was a mammoth of a game to have translated, or at least it was for our miniature team of four people.
Indie, Production, Business/Marketing

Catch up on these insightful interviews with IGF 2019 finalists!  
by Staff [03.07.19]
To help you better understand the work that went into these remarkable games, the team at Gamasutra have once again published a series of snappy interviews with this year's IGF finalists!
Indie, Design, Production, GDC

Blog: The two philosophies of gameplay 2
by Gamasutra Community [03.07.19]
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.
Design, Production

Crunching the launch numbers behind cyberpunk management sim Spinnortality 4
by Gamasutra Community [03.07.19]
Is it still possible to break into the games industry as an unknown indie in 2019? James Patton shares the sales numbers for his indie success Spinnortality in the hopes of finding an answer.
Console/PC, Production, Business/Marketing

Sponsored Content
Tips on porting your indie game (and how we can help!)  
by Matthew Tighe, CTO and Founder; Steve Longhurst​, Technical Director, DO games [03.06.19]
Indies can handle porting by themselves, but there's significant investment required - likely several months per platform. DO games' tech leads offer tips on porting, and explore whether a dev partner is right for your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Blog: Move or Die and its four year journey to the PS4 2
by Gamasutra Community [03.06.19]
From "flashy" beginnings to the development swamp and finally launching a console game, this is the story of how Move or Die was made.
Programming, Design, Production

Devil May Cry 5 deluxe edition will let players experience the game like a low-budget movie 1
by Chris Kerr [03.05.19]
It's an interesting feature that should let players see how key scenes took shape and evolved during development, while also letting them pretend they're watching a low-budget Devil May Cry movie.
Console/PC, Production, Video

Blog: Historians discuss Far Cry 2  
by Gamasutra Community [03.04.19]
Historians Bob Whitaker and Charlie Thomas discuss Far Cry 2. Topics include the game's setting, postcolonial wars in Africa, Cold War ideologies, the African environment, and more.
Production