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September 19, 2018
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Updates » Production
The story behind Remedy's viral dog mocap star  
by Vida Starcevic [06.01.18]
Some folks from Max Payne dev Remedy write about how they began experimenting with mocapping a studio dog, what they learned about putting pups in mocap suits, and how they might use the results.
Console/PC, Production, Video

Weekly Jobs Roundup: Telltale, Sucker Punch, and more are hiring now!  
by Staff [05.31.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Social/Online, Programming, Design, Production, Recruitment

Blog: A postmortem of the low-budget multiplatform adventure game Demetrios 9
by Gamasutra Community [05.30.18]
The one-man dev team behind Demetrios offers a look at how he created a multiplatform adventure game on a minuscule budget and examines how the game has performed two years since release.
Indie, Programming, Design, Production, Business/Marketing

How porting our game to Vita improved performance everywhere else 18
by Lars Doucet [05.30.18]
Game dev Lars Doucet writes about how porting Defender's Quest: Valley of the Forgotten DX to the PlayStation Vita required lots of optimizations that helped improve the game across all platforms.
Console/PC, Indie, Production

Get a job: Total Domination dev Plarium Ukraine is hiring a Games Writer  
by Staff [05.29.18]
Plarium is looking for an experienced writer with a background in a range of published mobile, console, or PC titles to help craft the voice, lore, and content of its prototypes and games.
Smartphone/Tablet, Production, Recruitment

Don't Miss: What 20+ years of Fallout games have taught the series' devs 3
by Staff [05.29.18]
Take a look back at this 2015 chat with devs who have worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

Get a job: Sony PlayStation seeks a Sr. Technical Project Manager  
by Staff [05.29.18]
Sony is looking for someone with direct experience with platform planning and/or managing projects in a global digital media entertainment environment to take the role of Sr. Technical Project Manager.
Console/PC, Production, Recruitment

Video Game Deep Cuts: Inside The Cultist Splatterhouse  
by Gamasutra Staff [05.28.18]
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The disconnect between game designers and consumers 20
by Staff [05.25.18]
This blog post by Josh Bycer presents an interesting question: How much should consumers know about making games?
Design, Production

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Console/PC, Production

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Crunch can put devs at odds with their own mental health, warns Blizzard dev 4
by Alissa McAloon [05.23.18]
"We have to take care of our mental health because we put a lot of a pressure on ourselves,"​ cautioned Blizzard's Thiago Klafke.
Production

Blog: Five productivity tips for solo devs 13
by Gamasutra Community [05.23.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Production

Video: How For Honor addressed its post-launch problems  
by Staff [05.22.18]
In this GDC 2018 session, Ubisoft's Damien Kieken and Roman Campos Oriola discuss the story behind For Honor as it traveled from beta, through its launch, to its first post-launch year.
Console/PC, Production, Video

Blog: Three books all producers should read 6
by Gamasutra Community [05.21.18]
You can't learn production from a book, but I do believe you can take inspiration and ideas from these three. I would recommend them to all producers, no matter your level.
Production

Blog: How we created a bullet hell brawler  
by Gamasutra Community [05.21.18]
In this article I talk about my effort to bring together two, somewhat incompatible, game types into a single game.
Design, Production

Video Game Deep Cuts: The Secret Of Harry's Binding  
by Gamasutra Staff [05.20.18]
This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: A study into procedural generation and replayability
by Gamasutra Community [05.18.18]
Continuing our study on replayability, it's time for a quick refresher on the difference between randomly and procedurally generated content.
Design, Production