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October 22, 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
Video: Surviving the transition from college to indie dev  
by Staff [09.11.18]
At GDC 2018, noted indie developers Ted DiNola, Asher Vollmer and Jenny Jiao Hsia take the stage to offer their own stories about how they succeeded after (and during) college in different ways!
Indie, Production, Business/Marketing, Video, Vault

GDC 2019's Mobile Summit needs you to submit great mobile-centric talks!  
by Staff [09.11.18]
Today officials want to give a special shoutout to folks who might have ideas for talks that would be a good fit for the GDC Mobile Summit, which helps kick off GDC 2019 next March in San Francisco!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Danganronpa creator Kazutaka Kodaka establishes new game studio  
by Chris Kerr [09.11.18]
The company was formed with the aim of "doing something new," and Kodaka hopes to create an all-new globally successful franchise alongside smaller indie offerings.
Design, Production, Business/Marketing

Developing Spore: An oral ('Sporal'?) history 10 years on  
by Aron Garst [09.11.18]
Ten years ago, Maxis released Spore. Former team members look back on the triumphs and challenges in developing one of the most ambitious games of all time.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

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