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November 18, 2019
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Updates » Production
Don't Miss: A 2008 analysis of branching dialogue, from Mass Effect to Facade and beyond 10
by Gamasutra Community [04.09.19]
In an in-depth Gamasutra analysis piece, Brent Ellison looks at the universe and history of player-NPC dialogue in games, analyzing titles from Mass Effect through Facade to The Sims and beyond.
Production

Get a job: Sucker Punch Productions is hiring a Narrative Writer  
by Staff [04.08.19]
The Bellevue-based Sucker Punch team is looking for a Narrative Writer to help create engaging narrative content for its upcoming project, Ghost of Tsushima.
Production, Recruitment

IGDA executive director Jen MacLean has stepped down  
by Chris Kerr [04.08.19]
Jen MacLean has resigned as executive director of the International Game Developers Association (IGDA), and will officially depart on April 14.
Production, Business/Marketing

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Square Enix, DeepMind, and more are hiring now!  
by Staff [04.05.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

God of War wins big at BAFTA Game Awards 2019  
by Chris Kerr [04.05.19]
Sony Santa Monica's acclaimed adventure game took home five awards including the coveted Best Game prize.
VR, Console/PC, Smartphone/Tablet, Art, Design, Production

BioWare GM (internally) addresses complaints from Anthem devs 3
by Alissa McAloon [04.04.19]
BioWare general manager Casey Hudson has (internally) addressed Kotaku's story on Anthem developer grievances, telling his team that ‚Äúthese problems are real and it‚Äôs our top priority to [‚Ķ] solve them.‚ÄĚ
Console/PC, Production

Breach developer QC Games has shut down  
by Chris Kerr [04.04.19]
"Thank you for all the kind words of support and constructive feedback over the months, and thank you for believing in QC Games and Breach."
Console/PC, Production, Business/Marketing

Ubisoft ends production of Starlink toys following poor sales 2
by Chris Kerr [04.04.19]
"Despite the immense and continuous support from our players, the sales for Starlink: Battle for Atlas fell below expectations."
Console/PC, Production, Business/Marketing

Video: How Media Molecule took Dreams from jam idea to playable game engine  
by Staff [04.03.19]
On the GDC 2019 Main Stage, Media Molecule cofounder Siobhan Reddy shares the story of how the studio's upcoming game Dreams evolved from game jam idea to full-blown playable game-making engine.
Console/PC, Design, Production, Video, Vault

Don't Miss: Bringing Deer Hunter from concept to retail in just three months  
by Staff [04.03.19]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller in the late 90s.
Design, Production

Flaregames founder launches Phoenix Games to give smaller devs a leg up  
by Chris Kerr [04.03.19]
"Being part of Phoenix will offer teams and their founders the chance to better compete with the industry’s biggest names by pooling their strengths."
Smartphone/Tablet, Production, Business/Marketing

Devs recall moments of instability, indecision, and crunch on Anthem 4
by Alissa McAloon [04.02.19]
Some of the anecdotes shared by the anonymous Anthem developers offer a look at how issues encountered in different parts of development can wear on a team and affect the work they set out to do
Console/PC, Social/Online, Production

These are Gamasutra's favorite slides from GDC 2019 1
by Bryant Francis [04.02.19]
The Gamasutra editorial team shares their favorite photos of slides from different GDC 2019 talks.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Video: Sean Murray reflects on No Man's Sky and grit in game dev 2
by Staff [04.01.19]
At GDC 2019 Hello Games' Sean Murray discusses the value of grit in game development, and what the No Man's Sky team learned from weathering criticism while building and improving the game.
Indie, Production, Video, Vault

What Astroneer's devs learned while leaving Early Access  
by Bryant Francis [04.01.19]
One of the lead developers on Astroneer breaks down what his company has learned since completing the journey through Early Access.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones? 1
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How devs can maintain their sanity for crunch and beyond  
by Staff [03.29.19]
In this 2018 GDC session, The Deep End Games' Amanda Gardner explains how developers can deal with difficult emotional states on the job.
Console/PC, Production, Video

Why 11 Bit Studios endeavors to put emotion and meaning first in game dev  
by Alissa McAloon [03.29.19]
"We didn't want to do this hard mentally tiring game [‚Ķ] so we thought hey maybe we‚Äôll do some 'gamer's game' with a cool idea and cool gameplay. But at the end it just sucked.‚ÄĚ
Indie, Design, Production, GDC

Blog: 20 Years of retention in EverQuest 2
by Chris Kerr [03.28.19]
Ever wonder how EverQuest has stuck around for the last 20 years? This article shares insight into the game's ability to retain players decade after decade.
Production, Business/Marketing