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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
Blog: 10 things we learned developing Shadowhand 2
by Gamasutra Community [07.19.18]
We recently did a detailed postmortem of our RPG card game Shadowhand to review what we got right, what we got wrong, and how we could improve.
Design, Production

Blog: How to take 7 years to ship a beta 3
by Gamasutra Community [07.19.18]
How can you take 7 years to make your game? Here are some important tips and tricks for taking your sweet time.
Design, Production

Chinese media platform iQIYI acquires mobile dev Skymoons for $190M  
by Chris Kerr [07.19.18]
Skymoons has developed and published a range of titles on iOS and Android, including Seer Superheroes, My Own Swordsman, and Legend of Three Kingdoms.
Smartphone/Tablet, Production, Business/Marketing

Video: How to thrive and grow as an indie studio  
by Staff [07.18.18]
In this 2018 GDC session, Weather Factory's Alexis Kennedy discusses the lessons learned while building Failbetter Games, and how those lessons were taken into account when founding a second studio.
Indie, Production, Video

Blog: A Cultist Simulator retrospective 5
by Gamasutra Community [07.17.18]
The postmortem for Weather Factory's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
Console/PC, Programming, Design, Production

Don't Miss: A postmortem for Naughty Dog's Uncharted: Drake's Fortune 6
by Gamasutra Community [07.16.18]
The developers behind the first game in the Uncharted series explain what made the game the 'biggest and most complex' challenge the studio had faced up to that point in this 2008 postmortem.
Console/PC, Design, Production

Blog: What we learned one year after releasing our debut Switch title 2
by Gamasutra Community [07.16.18]
A look at some of the things we learnt after releasing our first game on the Nintendo Switch.
Design, Production, Business/Marketing

Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How 8 months in Early Access got our game done! 1
by Gamasutra Community [07.13.18]
It’s been a while since I posted on Gamasutra, but something crazy happened in my studio and I’d like to share this experience with you.
Design, Production

Video: The benefits of community-based development  
by Staff [07.12.18]
In this GDC 2018 session, Stray Fawn Studio's Philomena Schwab discusses why building a community around a game in development is a great way to connect with people early on.
Console/PC, Production, Video

Weekly Jobs Roundup: Square Enix, Rockstar Games, and more are hiring now!  
by Staff [07.12.18]
From London to New York, here are just some of the many many game companies hiring community managers, designers, game directors, artists, and more on the Gamasutra Job Board.
Console/PC, Art, Design, Production, Business/Marketing

Don't Miss: What went right (and wrong) during the development of Persona 4 9
by Staff [07.12.18]
In this classic postmortem, the Atlus team behind Persona 4 discusses what went right and what went wrong in creating the acclaimed RPG, touching on design challenges and QA woes.
Console/PC, Design, Production

Video: The cooperative studio structure of KO_OP  
by Staff [07.11.18]
In this GDC 2018 session, KO_OP's Saleem Dabbous discusses the reasons behind the structure of KO_OP, going over how the structure lays out a different vision for game development.
Indie, Production, Video

Nintendo reportedly rolls out hardware patch following Switch exploit  
by Emma Kidwell [07.11.18]
Nintendo has reportedly begun rolling out Switch units with at least one of the Nvidia Tegra chip security exploits patched out.
Console/PC, Production

Time bandits: Check out the '80s and '90s titles still going strong  
by Chris Kerr [07.11.18]
There are plenty of titles from the '80s and '90s still being updated, and budding historians will be thrilled to hear there's an interesting tale behind each and every one. 
Programming, Production

ArtCraft Entertainment forms new division to build MMO engine tech  
by Chris Kerr [07.11.18]
Austin indie studio ArtCraft Entertainment has formed a new division to provide fellow game devs with the tools and tech to create their own MMO titles. 
Production, Business/Marketing

Tilting Point expands UA Fund with $132M annual investment  
by Chris Kerr [07.11.18]
Mobile game publisher Tilting Point has bolstered its User Acquisition Fund by committing to invest $132 million annually to help devs scale up their game projects.
Production, Business/Marketing

Amy Hennig on being a creative director: 'It takes a level of humility'  
by Emma Kidwell [07.10.18]
Amy Hennig and Mark Cerny discuss the misconceptions around what creative directors actually do.
Console/PC, Production

Don't Miss: Doing agile QA the BioWare way 14
by Gamasutra Community [07.10.18]
In this timeless blog post, veteran game dev Tulay Tetiker McNally shows how how and why quality assurance should be an integral part of game development, with specific examples from BioWare QA.
Console/PC, Production

How do companies like Nintendo and CD Projekt Red approach crunch? 4
by Alissa McAloon [07.10.18]
"Crunching in our company is actually something that all of the workers think that they need to do right now, because they want to have their work look better, you know?"
Indie, Production