Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 24, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
How long should game devs spend working on just one game? 1
by Alissa McAloon [04.05.18]
"Don't fall into the trap of making a giant piece of art that earns you nothing except disappointment,” warns Shadowhand creator Jake Birkett.
Indie, Production, Video

Blog: Encapsulated scene architecture for large teams in Unity  
by Gamasutra Community [04.05.18]
An example of architecture that enables a large team to work on the same scene without conflicting or overlapping, allowing parallel development of different parts of the scene without interference.
Programming, Production

Weekly Jobs Roundup: Insomniac Games, Magic Leap, and more are hiring now!  
by Staff [04.04.18]
Companies like Cold Iron Studios and Infinity Ward are a looking for everything from Associate Producers to QA Testers on the Gamasutra Job Board.
Console/PC, Programming, Design, Production, Recruitment

Making a roguelike in 7 days: An exhaustive postmortem 6
by Gamasutra Community [04.04.18]
An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent during the Seven Day Roguelike Challenge.
Design, Production

Video: Yoko Taro and Platinum Games' postmortem of Nier: Automata  
by Staff [04.03.18]
At GDC 2018, Nier: Automata director Yoko Taro and Platinum Games' Takahisa Taura took to the stage to talk a bit about how (and why) they worked together to design the game.
Console/PC, Design, Production, Video, Vault

Blog: Building a fully-managed game analytics pipeline 1
by Gamasutra Community [04.03.18]
Veteran data scientist Ben Weber explains how to create a simple, serverless, and scalable data pipeline for game analytics.
Design, Production

Art Design Deep Dive: Giving back colors to cryptic worlds in Dead Cells 5
by Gwenaël Massé [04.03.18]
"Despite featuring zombies and developing a game where the foreboding sense of danger never leaves you, we choose not to mimic the artistic direction of similar titles." - Gwenaël Massé, artist on Dead Cells.
Console/PC, Indie, Art, Production, Deep Dive

Sponsored: How Arm is solving mobile game development's big 3 challenges  
by Arm [04.02.18]
At GDC 2018, find out how Arm is addressing what it calls the "holy grail of mobile game development."
VR, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Sponsored Article

Video Game Deep Cuts: Guns, Water & The Nintendo King  
by Gamasutra Staff [04.01.18]
This week's longform article highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Mothership Entertainment is hiring a Technical Director  
by Staff [03.30.18]
The Technical Director will take responsibility for developing, maintaining, and optimizing the next title in the Aven Colony franchise.
Production, Recruitment

Blog: A development postmortem of Pressure Overdrive  
by Gamasutra Community [03.30.18]
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world.
Design, Production, Business/Marketing

Blog: Some notes on indie publishing 7
by Gamasutra Community [03.29.18]
A quick review (to the best of my ability) of the current state of small- and medium-size publishers and publishing deals across the games industry.
Production, Business/Marketing

Eugen Systems devs hit out at management after six weeks on strike  
by Chris Kerr [03.29.18]
A group of developers from French studio Eugen Systems have hit out at management after failing to make any headway after over a month on strike. 
Production, Business/Marketing

How a focus on 'realism' hamstrung the Until Dawn dev's VR shooter  
by Alex Wawro [03.28.18]
"We intended and expected to mimic the established conventions for first-person shooters and, where relevant, VR," a dev told Eurogamer. "But the studio blocked any design that wasn't 'realistic'."
VR, Design, Production

Blog: Tips for beating procrastination 6
by Gamasutra Community [03.28.18]
A self-reflection on procrastination habits and possible solutions to break that vicious cycle and keep working on the things you love.
Production

Orcs Must Die! developer Robot Entertainment lays off 30 staff  
by Chris Kerr [03.28.18]
The studio had two teams working on different projects over the past 18 months, but has scaled down its operations and will now be focusing on just one title.
Production, Business/Marketing

Get a job: Slime Rancher dev Monomi Park is hiring a Producer  
by Staff [03.27.18]
San Mateo-based Monomi Park is looking for applicants well-versed in scheduling, task management, interdisciplinary communication and with an unquenchable, burning desire to make and play games.
Console/PC, Production, Recruitment

Here's how Nintendo chooses its indie partners on Switch 1
by Chris Kerr [03.27.18]
"I think the best way to explain it is, over the last year we have been evolving past what was initially more of a curated content position to now a curated partnership position."
Console/PC, Production, Business/Marketing

Unity releases engine and editor source code through GitHub 2
by Chris Kerr [03.26.18]
The company has shared the code under a reference-only license so game devs can peek under the hood and better understand the engine's capabilities. 
Programming, Design, Production

One Life Left x GDC podcast: Representation, storytelling, and war  
by Staff [03.26.18]
In the second GDC x One Life Left show, we talk about space, representation, storytelling, and war over 90 minutes of scintillating chat.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video