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Updates » Production
Video: Building the Just Cause 3 animation and rigging pipeline  
by Staff [05.04.18]
At GDC 2018 Avalanche Studios’ Brian Venisky showcases the decisions and solutions made to solve key issues and serve the needs for creating animation content for the high-flying game.
Console/PC, Art, Production, Video, Vault

Blog: A marketing perspective on trademarking 1
by Gamasutra Community [05.04.18]
"Kartridge" was our first name idea for Kartridge, but the process of finalizing the name and registering the trademark took eight months. We learned a lot about trademarks along the way.
Production, Business/Marketing

Blog: From game jam to Xbox One in 12 Months 1
by Gamasutra Community [05.04.18]
Developer Kenny Creanor talks about how he turned oOo: Ascension from a weekend prototype into an Xbox One release in under 12 months
Production, Business/Marketing

Weekly Jobs Roundup: Housemarque, Square Enix, and more are hiring now!  
by Staff [05.03.18]
From Japan to California, here are just some of the many game studios and companies looking to hire new team members.
Programming, Art, Production, Recruitment

Blog: How learning games get funded 2
by Gamasutra Community [05.03.18]
While working on my neuroscience simulator, I ran up against that eternal question: how do I get paid? I interviewed a handful of very smart developers working in educational game to find out.
Production, Business/Marketing

Blog: Why you should focus on creating 'hyper-exclusive' games 9
by Gamasutra Community [05.03.18]
If you are an indie, your game will not be played by millions anymore. The kingmakers are done. Rather, we should focus on making games that are hyper-exclusive instead of hyper-inclusive.
Production, Business/Marketing

Flashpoint is archiving Flash games before they disappear forever 3
by Emma Kidwell [05.02.18]
Ben Latimore writes about his quest to save Flash games before they disappear.
Console/PC, Design, Production

Don't Miss: The Binding of Isaac postmortem 26
by Staff [05.01.18]
In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Encouraging, embracing and processing game design feedback 2
by Gamasutra Community [05.01.18]
As a game designer, dealing with feedback is an everyday part of the job. I share five tips that aim to help you improve how you deal with feedback during game development.
Design, Production

The rough beginning of Panzer Dragoon Saga's development  
by Emma Kidwell [04.30.18]
13 former Team Andromeda members speak about their experiences during various stages of Panzer Dragoon Saga's development.
Console/PC, Design, Production

Sponsored: The 10 best universities for game development programs 1
by 80 LEVEL [04.30.18]
Game development resource 80 LEVEL has analyzed more than 100 schools to compile a comprehensive list of the best universities for game development.
Programming, Art, Audio, Design, Production, Business/Marketing, Student/Education

Blog: Developing games in non-developed territories - Part 1 2
by Gamasutra Community [04.30.18]
In this series, I want to look at the some of the problems and constraints facing those developers creating games in emerging territories.
Design, Production

Video Game Deep Cuts: The God Of Portal Is Mario's Face  
by Gamasutra Editors [04.30.18]
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Scaling dedicated game servers with Kubernetes - Part 4  
by Gamasutra Community [04.27.18]
Fourth and final part of a series for game devs on managing and scaling dedicated game servers with open source projects Kubernetes and Docker.
Programming, Production

Blog: Creating destructible cities without impacting performance 2
by Gamasutra Community [04.27.18]
Our design goal for X-Morph: Defence were destructible environments and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work.
Programming, Production

Blog: A guide to successful group projects at university 1
by Gamasutra Community [04.27.18]
Using the knowledge I've gained over my time in academia, I've written an extensive guide for game dev students that should help them improve their approach towards group projects.
Production

Video: Doing good user research at the end of game production  
by Staff [04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production. 
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Weekly Jobs Roundup: Remedy, InnoGames, and more are hiring now!  
by Staff [04.25.18]
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry. Here are just some of the many, many positions being advertised right now.
Programming, Design, Production, Recruitment

Barlog: God of War's 'single shot' camera trick was a tough sell for devs 6
by Alex Wawro [04.23.18]
"40 percent of the team came to me after the game was done, and they played it, and they finally...said, ‘oh I get it now'," God of War lead Cory Barlog recently recounted to Polygon.
Console/PC, Production

Get a job: Cold Iron Studios is hiring an Associate Producer  
by Staff [04.23.18]
Cold Iron Studios is looking for an Associate Producer with at least one shipped game under their belt to track, prioritize, and support development tasks as a member of its California-based team.
Production, Recruitment