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September 23, 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
Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Editor Roundtable: How does Ubisoft's HitRecord partnership impact devs? 6
by Bryant Francis [06.15.18]
The Gamasutra editorial team discusses the potential impact and reasoning of Ubisoft's partnership with HitRecord to bring crowdsourced assets into Beyond Good and Evil 2.
Console/PC, Production, Business/Marketing, E3

Avalanche EP: livestreaming 'can't not' influence game development now  
by Bryant Francis [06.14.18]
One of the executive producers on Just Cause 4 explains how streaming has changed the studio's approach to game development.
Console/PC, Design, Production, E3

Blog: Windows aesthetics for a speculative sex game 1
by Gamasutra Community [06.14.18]
An essay about the influence of visual aesthetics on design decisions in a game about a future in which we have erotic relationships with our software rather than people.
Design, Production

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production

Report: Microsoft to launch next Xbox console in 2020  
by Emma Kidwell [06.13.18]
According to leaked internal documents, Microsoft has plans to release a new Xbox console in 2020.
Console/PC, Production, Business/Marketing

Blog: Three tips for starting a new Unity project 5
by Gamasutra Community [06.13.18]
Today I took some time to write down the top three pieces of advice that I would share with any game developer starting a new project in Unity.
Production

Noclip shares a look inside the making of multiplayer Fallout 76  
by Alex Wawro [06.12.18]
"[Fallout] 76 is the multiplayer design from Fallout 4," Bethesda's Todd Howard explains in a new Noclip minidocumentary about the game's development and production.
Console/PC, Production, Video

Skyrim mod rebooted as a full-fledged Unreal Engine 4 game  
by Alex Wawro [06.12.18]
The Forgotten City seems to share much in common with the Skyrim mod of the same name thematically, but features new environments, characters, 'original lore' and, of course, a new engine. 
Console/PC, Production, E3

Blog: A mini-retrospective on Cultist Simulator 2
by Gamasutra Community [06.12.18]
This post looks at what happened when we launched Cultist Simulator, and why we think it happened.
Design, Production

Killing Floor developer Tripwire launches new publishing division  
by Chris Kerr [06.12.18]
The studio claims its publishing model will be "truly collaborative," and will encompass multiple genres across a variety of platforms. 
Production, Business/Marketing, E3

Ninja Theory joined Microsoft to 'fly without the threat of falling down' 3
by Chris Kerr [06.11.18]
The Hellblade developer believes the move will allow it to "aim higher than we've ever dared, to really fly, without the threat of falling down."
Console/PC, Production, Business/Marketing, Video, E3

Keywords acquires game production outfit Blindlight  
by Chris Kerr [06.11.18]
Keywords Studios has acquired Hollywood-based game production outfit Blindlight for an undisclosed fee.
Production, Business/Marketing

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Making video game worlds in Yellowknife 2
by Gamasutra Community [06.07.18]
In May this year Rilla Khaled and Pippin Barr ran a Unity world-building workshop with participants in Yellowknife, Canada. This post is a summary of the workshop and its outcomes.
Design, Production

Video: Crafting a linear narrative around the open-world sandbox of The Long Dark  
by Staff [06.06.18]
In this GDC 2018 session, Hinterland Games' Raphael van Lierop shares hard-won lessons about the community-informed development of The Long Dark.
Console/PC, Design, Production, Video

Blog: Building the world of Pastorate  
by Gamasutra Community [06.06.18]
This blog explains how I constructed a game world from scratch, showing how I transformed my initial concept into an interactive novel over 15 months.
Design, Production

Video: How Media Molecule squashed its open bug counts  
by Staff [06.05.18]
As part of GDC 2018's Tools Tutorial Day, Media Molecule's Amy Phillips showcased how the Tearaway and Dreams dev has built and iterated on a range of tools and tech that optimize its bug flow.
Console/PC, Production, Video, Vault

Florence and Alto's Odyssey honored at Apple Design Awards 2018
by Chris Kerr [06.05.18]
Florence and Alto's Odyssey were among five games to be honored at the annual Apple Design Awards yesterday.
Smartphone/Tablet, Design, Production

Blog: Some more fundamentals for producers  
by Gamasutra Community [06.05.18]
I this post I wanted to revisit my fundamentals for producers, the toolkit I try and use everyday, to see what new points I can bring to the table.
Production