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September 20, 2018
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  • 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
Developing the first mobile Spider-Man game before the App Store  
by Emma Kidwell [09.10.18]
In an interview Gadgets 360, game designers from Mumbai studio Indiagames discuss development of the first mobile iteration of Spider-Man, which was put together in under a month.
Smartphone/Tablet, Production

Don't Miss: A postmortem of Kingdoms of Amalur: Reckoning 12
by Staff [09.10.18]
Former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Console/PC, Programming, Design, Production

Now's the time to submit talks for the GDC 2019 Educators Summit!  
by Staff [09.10.18]
Next March, GDC 2019 will again host the Educators Summit, a program of talks dedicated specifically to game education. If you have a great talk in mind, now's the time to pitch!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: Putting The AR in Artifact?  
by Gamasutra Staff [09.09.18]
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Treyarch's classic 2002 postmortem of Spider-Man 3
by Alissa McAloon [09.07.18]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man developer Jamie Fristrom writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production

Weekly Jobs Roundup: Cold Iron Studios, Endnight Games, and more are hiring now!  
by Staff [09.07.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board!
Console/PC, Smartphone/Tablet, Programming, Art, Design, Production, Recruitment

Devs recount the making of Golden Axe: Beast Rider, a crunch-ridden $15M flop 2
by Alex Wawro [09.06.18]
"That was a firefighting exercise," one dev tells Variety in this look back at the game's crunch-ridden development. "That took the crunch out of me. I’m not doing crunches anymore."
Console/PC, Production, Business/Marketing

The art of planning, and why it never works out 2
by Gamasutra Community [09.06.18]
In this blog post, I talk about why we always fail to meet our deadlines, why our plans never work out, and how you might try to counter the unknown.
Production

Don't miss: How Superhot (and 6 more games) grew from jam prototypes 8
by Staff [09.05.18]
Game jams aren't just a way to try out new ideas and unclog your creativity--they can also result in viable commercial products! We looked for lessons in several jam titles that made it to market.
Console/PC, Programming, Production

How Nicki Minaj and a Drag Race superstar inspired Monument Valley  
by Chris Kerr [09.05.18]
"We printed out loads of reference pictures and we used these foam boards with inspiration for the levels that we could carry around with us when we hot desk."
Smartphone/Tablet, Design, Production

Blog: The challenge of finding enough playtesters 3
by Gamasutra Community [09.05.18]
This post discusses why you shouldn't let the same people test your game all the time, and how you can find enough playtesters to curate diverse opinions.
Production

Video: How Supercell challenges traditional studio conventions  
by Staff [09.04.18]
In this GDC 2018 talk, Supercell's Ilkka Paananen shares his experience of building an unconventional organizational structure for Supercell.
Smartphone/Tablet, Production, Business/Marketing, Video

Blog: Knowing when and how to lore dump in games 10
by Gamasutra Community [09.03.18]
Some folk write lore because they love it. Some folk write lore because they need to fill that technical manual spinoff book. But is it always essential when you're making a sci-fi or fantasy title?
Design, Production

Video Game Deep Cuts: That Donut Exapunks Mooncrash  
by Gamasutra Staff [09.02.18]
This week's highlights include analyses or interviews on Donut County, Exapunks, Prey: Mooncrash & many more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: thatgamecompany shares how devs can build cohesive teams  
by Staff [08.31.18]
thatgamecompany's Sunni Pavlovic offers insight on how to hire well for your game dev studio, explaining how you can retain top talent to build the kind of cohesive teams that make great games.
Indie, Production, Business/Marketing, Video

Don't Miss: Punishing difficulty conveys a personal story in The End is Nigh 1
by Staff [08.30.18]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production

Submissions for GDC 2019 Summits are now open!  
by Staff [08.30.18]
The wait is over: the call for submissions is now open for GDC 2019’s Virtual Reality Developers Conference (VRDC), GDC Summits, & Game Career Seminar through October 5th at 11:59 pm Pacific Time!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Weekly Jobs Roundup: Wargaming, Cloud Imperium Games, and more are hiring now!  
by Staff [08.29.18]
Those companies and more are looking for designers, engineers, artists, and devs from a variety of other disciplines right now on the Gamasutra Job Board!
Programming, Art, Design, Production, Business/Marketing, Recruitment

Battle Chef Brigade dev warns against putting work first  
by Emma Kidwell [08.28.18]
Battle Chef Brigade developer discusses how indie devs shouldn't put their lives on hold in order to prioritize work.
Indie, Production

Why Donut County changed halfway through development  
by Emma Kidwell [08.28.18]
Donut County was finally released today after six years in development-- but it was originally supposed to be an entirely different game.
Indie, Design, Production, Video