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March 23, 2019
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Updates » Production
Designing friendly robot settlement sim The Colonists to be deep, yet inviting  
by Jupiter Hadley [03.01.19]
The Colonists dev Richard Wallis opens up about the challenges involved with building a cute robot colony sim, the trick to designing a clear, concise UI, and the importance of map editors.
Console/PC, Indie, Design, Production

Sony PlayLink developer Wish Studios has shut down  
by Chris Kerr [02.28.19]
"Our ethos was to put the team and their creativity at the heart of everything we did; having to say goodbye to those people has been an unbelievably difficult thing to do."
Console/PC, Production, Business/Marketing

Get a Job: Cold Iron is hiring an experienced Producer  
by Staff [02.27.19]
Cold Iron is seeking an experienced Producer to join our world-class team on our next AAA title for consoles and PC!
Production, Recruitment

Blog: A postmortem of Robothorium 2
by Gamasutra Community [02.26.19]
After two years of development, we released our game Robothorium on Switch & PC. It's now to take a look at how the production went, how much it sold and what we can learn from all of this.
Indie, Design, Production

Half-Life 2 devs explore when developers should ignore playtester feedback  
by Alissa McAloon [02.26.19]
A reprinted 2005 interview explores the complicated process of playtesting and listening to feedback without losing the cinematic and narrative-focused impact of a game.
Console/PC, Production

Blog: Why 2018 was a landmark year for accessibility  
by Chris Kerr [02.26.19]
Last year, we saw advances in the inclusion of people with disabilities on a scale never before seen. Let's look at some of the best examples.
Design, Production

Get a job: Remedy Entertainment is looking for a Technical Producer  
by Staff [02.25.19]
Daily activities include planning, managing, documenting and tracking project schedules and workflows, managing trade-offs, and eliminating blockers. 
Production, Recruitment

Don't Miss: Saints Row: The Third and designing over the top  
by Staff [02.25.19]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Production

Microsoft unveils HoloLens 2, promises greater mixed reality immersion 3
by Chris Kerr [02.25.19]
Microsoft has announced the latest iteration of its mixed reality headset, Hololens 2.
Production, Video

FTC to begin loot box investigation with public workshop 1
by Chris Kerr [02.25.19]
"A workshop could help elicit information to guide subsequent consumer outreach, which could include a consumer alert."
Production, Business/Marketing

Video Game Deep Cuts: The Devotion Of An Art Sqool Hades  
by Gamasutra Staff [02.24.19]
This week's highlights include a look at smash hit Taiwanese horror game Devotion, quirky AI art tutoring game Art Sqool, and the latest behind-the-scenes video on Supergiant's Early Access title Hades.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Slime Rancher dev shares tips for making the most of the prototyping stage  
by Staff [02.22.19]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production

Blog: A student game postmortem (or how not to make a game) 3
by Gamasutra Community [02.22.19]
I'v recently ended my studies with one last student game experience: Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game.
Design, Production

Report: EA makes layoffs at Australian mobile studio FireMonkeys  
by Chris Kerr [02.22.19]
Between 40 to 50 staffers have reportedly been laid off, and remaining workers are apparently operating under the belief that the entire studio will soon be closed down.
Smartphone/Tablet, Production, Business/Marketing

Blog: Lessons and stats from my third year as an indie dev 1
by Gamasutra Community [02.22.19]
Let's take a look at my third year as an indie developer, assessing what worked, what didn't, and what I've learned.
Design, Production, Business/Marketing

Keywords acquires Dutch cloud-based software platform GetSocial  
by Chris Kerr [02.21.19]
Notably, the deal will see GetSocial's team of 12 engineers, led by chief exec Jeroen Bouman and COO and founder Viral Partel, join Keywords to continue developing the platform.
Smartphone/Tablet, Production, Business/Marketing

Getting to the heart of art in the delightfully strange Art Sqool 1
by Joel Couture [02.20.19]
Art Sqool puts you in...an art school. You're assigned projects, you complete assignments, and a teacher grades your work. But the game's not as pedestrian as it may sound.
Console/PC, Indie, Art, Design, Production, Video

See how Ubisoft tested The Division with automated players at GDC 2019!  
by Staff [02.19.19]
The folks at Ubisoft know something about testing big open-world games, and at GDC 2019 next month they're presenting a cool talk all about improving game testing through automation.
Console/PC, Programming, Production, GDC

Nitro Games begins layoff talks, could cut workforce in half  
by Chris Kerr [02.19.19]
Finnish mobile studio Nitro Games could lay off over half of its workforce in an attempt to reduce operating costs.
Smartphone/Tablet, Production, Business/Marketing

Video Game Deep Cuts: A Romance Crackdown, Wu-Tang Style  
by Gamasutra Staff [02.17.19]
This week's highlights include a piece on Chinese romance games for women, new titles from Crackdown 3 through Metro Exodus to Anthem, and the weird history that led to the Wu-Tang fighting game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing