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September 18, 2020
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To jumpstart creativity or your game dev career, focus on finishing something 1
by Alex Wawro [08.05.20]
At GDC Summer today Tribe Games founder Charles McGregor shared anecdotes and practical advice to help would-be game devs go pro or keep their passion for game-making hot. His top tip? Ship something.
Console/PC, Indie, Production, GDC

Get a job: Insomniac Games is hiring a Senior Character TD  
by Staff [08.05.20]
Character TDs at Insomniac are responsible for working with the talented team to design, implement and maintain the animation and rigging pipeline.
Programming, Recruitment

Don't Miss: What went right (and wrong) during the development of Spider-Man (2002) 3
by Staff [08.05.20]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production

Steam launch helps push Detroit: Become Human past 5 million lifetime sales  
by Alissa McAloon [08.05.20]
This figure includes sales on both PC and PlayStation 4, though it's not mentioned if numbers from the game’s stint as a PlayStation Plus freebie are included in the 5 million milestone.
Console/PC

Culture, advocacy, and trust: Building the foundations for a successful QA team  
by Alissa McAloon [08.05.20]
QA is a vital part of the game development process, but, as Private Division executive producer Kari Toyama explains in her GDC Summer talk, QA’s contributions and even presence is often underappreciated.
Programming, Production, GDC

King London art director on creating an aesthetic for a global audience  
by Chris Kerr [08.05.20]
If beauty really is in the eye of the beholder, then landing on the right art direction for a game that could be played by thousands or even millions of people must be something of a nightmare.
Console/PC, Smartphone/Tablet, Art, Business/Marketing, GDC

Blog: Expression-bodied members to reduce your code verbosity 2
by Gamasutra Community [08.05.20]
Continuing with our Modern C# for Unity Game Development series, today I'm going to show you how to reduce the verbosity of your code with C# Expression-Bodied Members.
Design

Legible font (still) one of the biggest accessibility issues in games 1
by Kris Graft [08.05.20]
Game accessibility has come a long way in recent times, but there are still important areas in need of improvement. Not the least of which is making game text easier to read for a wider range of people.
Art, Design, GDC

Call of Duty franchise helps Activision Blizzard to record Q2 results  
by Chris Kerr [08.05.20]
Activision Blizzard has announced record second quarter financial results thanks to bumper engagement figures led by the Call of Duty franchise. 
Console/PC, Smartphone/Tablet, Business/Marketing

How Pokemon Go evolved in response to the COVID-19 pandemic 1
by Bryant Francis [08.05.20]
When COVID-19 exploded across the globe, Pokemon Go players needed to stay inside. Here's how Niantic helped them do that while still playing the game.
Smartphone/Tablet, Design, GDC

Blog: Tips for maximizing the performance of your Unity game - Part 2 3
by Gamasutra Community [08.05.20]
Game designer and Street Lamp Games co-founder Mahesh Athirala offers some practical tips for boosting the performance of your Unity project.
Console/PC, Design, Production, Business/Marketing

Fall Guys attracts 1.5 million players within 24 hours of launch  
by Chris Kerr [08.05.20]
Fall Guys has attracted over 1.5 million new players within 24 hours of launch, according to developer Mediatonic.
Console/PC, Business/Marketing

How System Era overcame creative paralysis to fix Astroneer's crafting system  
by Chris Kerr [08.04.20]
System Era designer Aaron Biddlecom and gameplay programmer Elijah O'Rear explain how they mined their own game design to invigorate Astroneer's "flat" crafting system.
Console/PC, Design, Production, GDC

How Disney makes RPG mechanics work in real life at Star Wars: Galaxy's Edge  
by Bryant Francis [08.04.20]
Like many LARPers before them, Disney's Imagineers have transplanted role-playing game mechanics into the real world setting of Star Wars Galaxy's Edge. Here's a breakdown of what they did.
Console/PC, Design, GDC

Get a job: Join the Disbelief team as a Programmer  
by Staff [08.04.20]
Programmers at Disbelief are called on to develop and debug in a variety of areas from game play to core engine programming.
Programming, Recruitment

New AbleGamers program aims to educate devs & foster a more inclusive industry  
by Alissa McAloon [08.04.20]
AbleGamers has announced a new initiative that aims to make its Accessible Player Experience Practitioner (APXP) course and the knowledge contained within more accessible to marginalized game developers.
Design, Production, GDC

Ubisoft exec Tommy Francois didn't 'leave' the company, he was fired  
by Chris Kerr [08.04.20]
Ubisoft's former editorial vice president Tommy Francois was fired earlier this week following the results of an investigation into misconduct.
Console/PC, Business/Marketing

The Last of Us Part II and Ghost of Tsushima driving software sales at Sony 1
by Chris Kerr [08.04.20]
Sony experienced a strong quarter thanks in part to the performance of titles like The Last of Us Part II and Ghost of Tsushima.
Console/PC, Business/Marketing

Celebrating tech's unsung women pioneers, Romero calls for game dev gender parity  
by Alex Wawro [08.04.20]
"This is about diversity, not exclusion," veteran game maker Brenda Romero said today in her GDC Summer talk on the hidden histories of women in computing. "It’s important for us to get to equal."
Console/PC, History, GDC

Take-Two's next-gen $70 price tag will be decided on a game-by-game basis  
by Alissa McAloon [08.04.20]
Take-Two Interactive hasn’t committed to pricing its next-generation titles at $70 across the board, but believes those higher prices are justified due to the value it offers in those games.
Console/PC