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May 22, 2019
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Don't Miss: Why being trapped in a loop makes Reigns: Her Majesty so satisfying  
by Staff [04.11.19]
"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

Nepal bans PUBG over addiction concerns in children  
by Alissa McAloon [04.11.19]
The Nepal Telecommunications Authority has ordered a ban on PlayerUnknown's Battlegrounds "because it is addictive to children and teenagers."
Console/PC, Social/Online

Weedcraft Inc facing advertising hurdles due to subject matter 2
by Alissa McAloon [04.11.19]
Weedcraft Inc's very nature has led to some advertising difficulties on platforms like Facebook and YouTube. 
Console/PC, Social/Online

Sekiro: Shadows Die Twice sold 2 million copies in under 2 weeks  
by Alissa McAloon [04.11.19]
The latest release from Dark Souls dev FromSoftware has already sold 2 million copies worldwide, a milestone publisher Activision says comes less than 10 days after its launch.
Console/PC

Blog: How we made twin-stick shooter Flutter Bombs  
by Chris Kerr [04.11.19]
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
Console/PC, Design

Sony will start replacing offensive PSN IDs with temporary placeholders  
by Chris Kerr [04.11.19]
From now on, any PSN ID that violates the PSN terms of service will be swapped out for a temporary placeholder ID that reads 'TempXXXX.'
Console/PC

Blog: A game jam survival kit 2
by Chris Kerr [04.11.19]
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive folder I created to help jammers all over the world. This article is a complement to it. Enjoy.
Design, Production

An inside look at Wargroove's wicked design choices 1
by Bryant Francis [04.11.19]
The developers of Wargroove share some insight behind the game's game design, tooling, and technical implementation to help other strategy game developers.
Console/PC, Art, Design, Production

Watch Falcon Age's lead dev dive into the making of this bird-tastic tale  
by Bryant Francis [04.10.19]
Pick up some tricks and tips about game design and marketing your indie game in this interview with Falcon Age lead developer Chandana Ekanayake.
Design, Business/Marketing, Video

Video: Embracing change on the road to reinventing God of War  
by Staff [04.10.19]
Creative director Cory Barlog walks through the countless gut-wrenching failures and joyfully sweet successes experienced on the road to releasing God of War.
Console/PC, Design, Production, Video, Vault

Disruptor Beam plans to offer a mobile live ops platform to other devs  
by Alissa McAloon [04.10.19]
The mobile game developer behind the likes of Game of Thrones Ascent and Star Trek Timelines has announced that it'll be commercializing its Disruptor Engine live operations platform.
Smartphone/Tablet

Good Shepherd picks up majority stake in new studio, Artificer  
by Alissa McAloon [04.10.19]
Good Shepherd has acquired a majority stake in a fledgling game development studio founded by devs that worked on games like Hard West and Phantom Doctrine.
Business/Marketing

Moonlighter sells 500,000 copies in less than a year 1
by Alissa McAloon [04.10.19]
Digital Sun’s 2-in-one shop management sim and dungeon crawler Moonlighter has sold over 500,000 copies across all platforms. 
Console/PC, Smartphone/Tablet, Indie

Get a job: Heart Machine is hiring a Quality Assurance Lead  
by Staff [04.10.19]
Heart Machine is after someone who can catch and address problems quickly and effectively, can communicate with anyone on the team to get results, and has a deep understanding of our production process.
Indie, Production, Recruitment

Ubisoft CEO: Live games give devs a chance to refine rather than start from scratch 3
by Alissa McAloon [04.10.19]
Ubisoft's Yves Guillemot explores the company's trend toward live games and the company's habit of improving a game over rather than "redoing everything each year."
Console/PC, Social/Online

Don't Miss: Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Alissa McAloon [04.10.19]
"We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should," says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

Survey: More teenagers are getting into video games because of Fortnite  
by Alissa McAloon [04.10.19]
A survey from Piper Jaffray says that Fortnite has both boosted teen game spending overall and attracted a handful of first-time-players to video games.
Console/PC, Smartphone/Tablet, Business/Marketing

PlayStation launches PSN ID change option, though not all games are supported 1
by Alissa McAloon [04.10.19]
The PSN ID name changes first previewed late last year are set to go live for all PlayStation 4 users this week, though there are some caveats in the full rollout.
Console/PC, Social/Online

Chat with Falcon Age creative director Chandana Ekanayake at 3PM ET  
by Bryant Francis [04.10.19]
Outerloop Games co-founder Chandana "Eka" Ekanayake is taking your questions starting at 3PM ET about the making of Falcon Age.
VR, Console/PC, Design, Video

Report: 13 devs laid off from NantG as Z1 Battle Royale handed back to Daybreak  
by Alissa McAloon [04.10.19]
Update A former NantG dev says the cuts affected roughly half of the studio's workforce, leaving 13 developers that left Daybreak to transition to NantG last year without jobs.
Social/Online