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Updates » Production
Spelunky designer: Want to be an indie? Then learn how to finish games reliably  
by Chris Kerr [08.22.18]
"In my opinion, the hardest step for aspiring (commercial) indie game developers is learning to finish games consistently and efficiently."
Design, Production

Blog: Unity data management with CastleDB 4
by Gamasutra Community [08.21.18]
Unity's inability to fully separate game data from code is an issue that all developers eventually run into. After juggling ScriptableObjects for a few years, I've found a better way.
Programming, Production

Until Dawn dev Supermassive is creating a horror game anthology 1
by Chris Kerr [08.21.18]
The studio has just announced plans to release a series of standalone, cinematic horror games dubbed 'The Dark Pictures Anthology.'
Console/PC, Design, Production, Video

Keywords acquires Gobo game studios for $33M  
by Chris Kerr [08.20.18]
The deal means Keywords now owns the company's Brighton-based studios, Electric Square and Studio Gobo, which are spread across three offices in the coastal town.
Production, Business/Marketing

Blog: Making the first game containing Nazi symbols in Germany 16
by Gamasutra Community [08.20.18]
Battling the Nazis in World War II is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. Until now.
Design, Production

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, and more are hiring now!  
by Staff [08.17.18]
These studios and many many more are looking for developers across multiple disciplines right now on the Gamasutra Job Board!
Art, Design, Production, Recruitment

Blog: How we made a stealth-em-up arena brawler  
by Gamasutra Community [08.17.18]
We recently released Black & White Bushido on PC, PS4 and Xbox One, so we thought it was time to take a look at what we've learned on our journey so far.
Design, Production

Blog: Tips for building VR and AR device-independent Unity projects  
by Gamasutra Community [08.17.18]
How does a Unity developer "create once, build many" while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services?
VR, Design, Production

What live game developers can learn from studying urban planning 2
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Console/PC, Social/Online, Indie, Design, Production

Attend XRDC to see how Sir David Attenborough was recreated in VR  
by Staff [08.16.18]
VR experience Hold the World features an interactive one-on-one audience with Sir David Attenborough, and if you come to XRDC in October you can get a behind-the-scenes look at how it was made.
VR, Production

Blog: Let's talk about systemic narratives in games 7
by Gamasutra Community [08.16.18]
Ubisoft's Victor Sanchez digs into systematic narratives and how they might improve upon current narrative approaches.
Design, Production

Nordisk Film Games invests $5.5M in indie publisher Raw Fury  
by Chris Kerr [08.15.18]
Nordisk Film Games is an offshoot of Nordisk Film, which has made a number of moves into the games business of late, including the purchase of Just Cause developer Avalanche Studios for over $100 million. 
Production, Business/Marketing

Future perfect: THQ Nordic has acquired the rights to Timesplitters 1
by Chris Kerr [08.15.18]
A Timesplitters revival could be on the cards, with THQ confirming it's secured the rights to develop new titles and re-release the originals.
Console/PC, Production, Business/Marketing

Video: The double-edged sword of developing Darkest Dungeon as partners  
by Staff [08.14.18]
Red Hook Studios' Tyler Sigman and Chris Bourassa share crucial lessons learned throughout the development of Darkest Dungeon.
Console/PC, Production, Business/Marketing, Video

Ex-Naughty Dog dev explores the perks of a studio devoid of 'dedicated management' 1
by Alissa McAloon [08.14.18]
Former Naughty Dog dev Andrew Maximov offers insight into how teams can function, even thrive, with few managers or producers.
Production, Video

Reminder: Thursday is your last day to pitch Main Conference talks for GDC 2019!  
by Staff [08.14.18]
Heads up, game makers: The last day to pitch talks for the 2019 Game Developers Conference is this Thursday, August 16th -- so get your submissions in now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The dangers of the echo chamber effect on game development 2
by Gamasutra Community [08.14.18]
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Design, Production

EA's chief design officer Patrick Soderlund is stepping down  
by Chris Kerr [08.14.18]
Company CEO Andrew Wilson broke the news in an open letter to employees, and explained Soderlund is departing to "begin a new chapter" later this year.
Production, Business/Marketing

Video: How Brendan 'PlayerUnknown' Greene went from mod maker to creative director  
by Staff [08.13.18]
In this GDC 2018 talk, PlayerUnknown's Battlegrounds' Brendan Greene shares his history in games, mod making, and the path he took to become creative director at PUBG Corp.
Console/PC, Design, Production, Video