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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
Video Game Deep Cuts: Slay The Totally Accurate Spire  
by Gamasutra Staff [07.29.18]
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the CEO of Rival Games explain Thief of Thieves' unique episodic structure  
by Bryant Francis [07.27.18]
We talked to the CEO of Thief of Thieves developer Rival Games to learn more about making (and releasing) the stylish comic book adaptation.
Console/PC, Design, Production, Video

How a Gears of War dev built the chill Shape of the World on the side 4
by Samuel Horti [07.27.18]
“In VFX, maybe I’ll be developing the blood," says The Coalition dev Stu Maxwell. "In Shape of the World, I’ve had to do everything...it’s been really educational having that breadth of discipline.”
Indie, Design, Production

Weekly Jobs Roundup: Disbelief, Roblox, and more are hiring now!  
by Staff [07.26.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Production, Recruitment

See a rocket scientist apply learnings from the space program to AR dev at XRDC!  
by Staff [07.26.18]
Game dev & former rocket scientist Jim Toepel will show you how failure-mitigation techniques of the aerospace industry can be applied to individual AR products and the industry as a whole at XRDC!
VR, Production, Business/Marketing

Dead Cells dev hopes to challenge exploitation with equal pay model 2
by Chris Kerr [07.26.18]
"If a project finds success, people are basically paid more in bonuses, and everyone is paid the absolute same way."
Production, Business/Marketing

Stoic reflects on the ups and downs of building the Banner Saga  
by Carli Velocci [07.26.18]
The devs at Stoic Studio share what they've learned in the many years they've worked to produce the Banner Saga games, the third of which debuts this week.
Indie, Design, Production

Apple promotes iPhone gaming performance with new ad  
by Emma Kidwell [07.25.18]
Apple releases new ad for the iPhone X showing off the A11 Bionic chip, which is being marketed toward mobile game players.
Smartphone/Tablet, Production, Video

Blog: Being a solo indie in a post-Steam Greenlight world 30
by Gamasutra Community [07.25.18]
Moving into the "Post-Steam Greenlight" era where do solo indie developers go? Are they a dying breed destined to fade away into the ocean of games that Steam has become?
Production, Business/Marketing

Don't Miss: Learning to love procedural art while making No Man's Sky 2
by Staff [07.24.18]
As the big 'Next' update for No Man's Sky makes its debut, take a look back at this GDC 2015 talk from Hello Games' Grant Duncan on how creating procedurally generated worlds affected the dev process.
Console/PC, Indie, Art, Production

Blog: Thoughts on textual procedural generation and narration 3
by Gamasutra Community [07.24.18]
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
Programming, Design, Production

Blind Mind Studios releases source code for Star Ruler 2  
by Chris Kerr [07.24.18]
With the studio having been inactive for the past few years, Blind Mind decided to open source the title to allow anyone interest to see how its engine works and start tinkering.
Console/PC, Programming, Production, Business/Marketing

Video: How to get your game noticed in 2018 2
by Staff [07.23.18]
In this GDC 2018 session, No More Robots' Mike Rose discusses what currently works (and what doesn't) when attempting to sell a game in 2018.
Indie, Production, Business/Marketing, Video

Blog: How to construct a card game 3
by Gamasutra Community [07.23.18]
In this article Nick Kinstler explains what a card file is, and provides an outline of the card game development process.
Programming, Design, Production

Video Game Deep Cuts: Go, Go, No Man's Pokemon  
by Gamasutra Staff [07.22.18]
This week's longform game writing/video highlights include a report on the latest Pokemon Go Fest, the return of Sean Murray & No Man's Sky, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Keywords acquires Canadian developer Snowed In Studios  
by Chris Kerr [07.20.18]
International game service provider Keywords has acquired Ottawa-based developer Snowed In Studios for an undisclosed fee. 
Programming, Production, Business/Marketing

Understanding the human cost of creating No Man's Sky 16
by Chris Kerr [07.20.18]
"I remember getting a death threat about the fact that there were butterflies in our original trailer, but there weren't any butterflies in the launch game."
Console/PC, Design, Production

Video: How to build a remote team for better happiness
by Staff [07.19.18]
In this GDC 2016 session, Fox Cub's Ian Wang shares lessons learned from building a remote 30 person team that spans 12 countries.
Indie, Production, Video

Weekly Jobs Roundup: Schell Games, Telltale, and more are hiring now!  
by Staff [07.19.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Indie, Programming, Art, Production, Recruitment

Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [07.19.18]
"Everything in the game helps the player define the pace," explains Reigns creator Francois Alliot. "In the game you can swipe very quickly or you can take your time, and we adapted everything around that."
Smartphone/Tablet, Design, Production