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Updates » Production
Don't Miss: The disconnect between game designers and consumers 20
by Staff [05.25.18]
This blog post by Josh Bycer presents an interesting question: How much should consumers know about making games?
Design, Production

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Console/PC, Production

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Crunch can put devs at odds with their own mental health, warns Blizzard dev 4
by Alissa McAloon [05.23.18]
"We have to take care of our mental health because we put a lot of a pressure on ourselves,"​ cautioned Blizzard's Thiago Klafke.
Production

Blog: Five productivity tips for solo devs 13
by Gamasutra Community [05.23.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Production

Video: How For Honor addressed its post-launch problems  
by Staff [05.22.18]
In this GDC 2018 session, Ubisoft's Damien Kieken and Roman Campos Oriola discuss the story behind For Honor as it traveled from beta, through its launch, to its first post-launch year.
Console/PC, Production, Video

Blog: Three books all producers should read 6
by Gamasutra Community [05.21.18]
You can't learn production from a book, but I do believe you can take inspiration and ideas from these three. I would recommend them to all producers, no matter your level.
Production

Blog: How we created a bullet hell brawler  
by Gamasutra Community [05.21.18]
In this article I talk about my effort to bring together two, somewhat incompatible, game types into a single game.
Design, Production

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Gamasutra Staff [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A study into procedural generation and replayability
by Gamasutra Community [05.18.18]
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
Design, Production

Weekly Jobs Roundup: FoxNext, Telltale, and more are hiring now!  
by Staff [05.17.18]
From QA and community management to programming and VFX work, here are just some of the jobs currently taking accepting applications on the Gamasutra Job Board
VR, Console/PC, Indie, Programming, Art, Production, Business/Marketing

Sony winding down production of physical PlayStation Vita titles  
by Chris Kerr [05.16.18]
Update: Although the decision marks the beginning of the end for physical Vita releases, Sony has reassured fans of the console that digital distribution will continue. 
Production, Business/Marketing

Icelandic social game studio Teatime Games raises $9M 1
by Chris Kerr [05.16.18]
"We are building Teatime Games on the premise that mobile games players crave a more social and personalized experience than they are currently getting."
Smartphone/Tablet, Production, Business/Marketing

Blog: Hitboxes and hurtboxes in Unity 5
by Gamasutra Community [05.16.18]
What are hitboxes and hurtboxes? Aren't they the same, and how do we implement them in Unity?
Programming, Production

Get a job: Join 505 Games as a Sr. Producer  
by Staff [05.15.18]
505 Games is looking for a Sr. Producer to oversee several projects for multiple platforms as a member of its publishing team in Calabasas, California.
Production, Recruitment

Don't Miss: More dirty coding tricks from game developers 7
by Staff [05.15.18]
This 2010 feature from Game Developer Magazine revisits the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Indie, Programming, Design, Production

Mafia III developer Hangar 13 expands with new Brighton studio  
by Chris Kerr [05.15.18]
The new UK-based office will allow the developer, which is a subsidiary of publisher 2K, to tap into the region's rich game dev talent pool. 
Production, Business/Marketing

Bigben Interactive acquires Styx developer Cyanide for $24M  
by Chris Kerr [05.15.18]
"This acquisition is a capital milestone in Bigben's strategy as it greatly enhances our ability to create new games that meet our ambitions in the AA segment."
Console/PC, Production, Business/Marketing