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January 20, 2019
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Updates » Production
Blog: Why the Epic Store (in its current state) isn't good for anyone 43
by Gamasutra Community [12.11.18]
Epic puts in 12 percent of the effort with an abysmal game launcher and few user features, but still some fantastic incentives for indie developers.
Production, Business/Marketing

How to get started with game programming
by Ben Wasser [12.11.18]
This post digs into the rather unconventional approach to learning to code that worked for us (and might even work for you?).
Console/PC, Programming, Production

Best of 2018: Reversing the sunk cost fallacy - Devs recount regrettable cuts 2
by Richard Moss [12.10.18]
"We should abandon that feature, even though we've sunk so much time and effort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Console/PC, Indie, Design, Production

Catch new & classic GDC talks broadcasting live on the GDC Twitch channel  
by Staff [12.10.18]
The official Game Developers Conference Twitch channel has begun broadcasting gems from the GDC Vault of game development talks, roundtables, and postmortems, and you can tune in live now to watch!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Don't Miss: How id Software created the original Doom 8
by Alexander Antoniades [12.10.18]
As the Doom franchise celebrates its 25th anniversary, we revisit a 1994 interview from the very first Game Developer mag to learn how id Software cooked up the original hellish shooter.
Console/PC, Design, Production

Video Game Deep Cuts: Smash That Punch-Out, Hard  
by Gamasutra Staff [12.09.18]
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a looks at the latest acclaimed Smash Bros. game, & a multitude of other neatness.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Sucker Punch, Sony PlayStation, and more are hiring now!  
by Staff [12.07.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

BioWare says Anthem won't rely on big-spending 'whales' for success 4
by Bryant Francis [12.07.18]
BioWare lead producer Mike Gamble breaks down some of the ways the company plans to support players for its new online RPG hybrid.
Console/PC, Production, Business/Marketing

God of War and Red Dead Redemption 2 win big at The Game Awards  
by Chris Kerr [12.07.18]
The overall winner on the night was God of War, which took home the coveted Game of the Year and Best Game Direction awards, along with the prize for Best Action-Adventure Game. 
Art, Design, Production, Business/Marketing

Blog: Timing financing to generate success 2
by Gamasutra Community [12.07.18]
Funding is not a problem to solve, it's an opportunity to generate success. Just be mindful of timing your financing, and you’ll have a much greater chance of pulling it off.
Production, Business/Marketing

Get a job: Star Trek Timelines dev Disruptor Beam is looking for a Game Director  
by Staff [12.06.18]
In this role you’ll be helping to align the team with its publisher and keep the content train running on time, while looking for new opportunities for growth.
Smartphone/Tablet, Production, Recruitment

How we ported X-Morph: Defense to Nintendo Switch 4
by Gamasutra Community [12.06.18]
Working under limitations can be tiresome, but will often make you find solutions you have never thought of. That's why bringing X-Morph: Defense to the Switch made us into better developers.
Console/PC, Production

Video: How developers can collaborate and manage conflict  
by Staff [12.05.18]
In this GDC 2017 session, Happy Brain Science's Scott Crabtree discusses how to better manage cultures of conflict in a company in order to create more productive, less stressful work environments.
Console/PC, Production, Video

Blog: What anthropology has to say about games 1
by Gamasutra Community [12.05.18]
A personal inquiry into anthropological reasons of playing in an attempt to derive some game design suggestions from our inherited desires, needs and behaviors.
Design, Production

Former Dragon Age director Mike Laidlaw joins Ubisoft Quebec  
by Chris Kerr [12.05.18]
Mike Laidlaw has joined Assassin's Creed Odyssey developer Ubisoft Quebec as creative director on an unannounced triple-A project. 
Console/PC, Production

Opinion: It's 'Store Wars' in the 21st century 3
by Joost van Dreunen [12.05.18]
In this opinion piece, SuperData Research founder Joost van Dreunen examines the new digital store rivalries between Steam, Epic and a host of others - who will reign supreme?
VR, Console/PC, Indie, Design, Production, Business/Marketing

GDC 2019's new Game Discoverability Day will help you get your game noticed!  
by Staff [12.04.18]
Next year's Game Developers Conference will debut a special Game Discoverability Day, a full day of talks discussing practical case studies and strategies for devs to get their games noticed.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Blog: Exposing the lore dumps  
by Gamasutra Community [12.04.18]
Some tools and tricks to deliver and sneak information in your story. Smart exposition if you will. It's a wall of text about exposition.
Design, Production

Final Fantasy XV director Hajime Tabata opens new studio  
by Chris Kerr [12.03.18]
Tabata left Square Enix back in November, explaining he wanted to start his own business so he could begin work on a mystery project. 
Production, Business/Marketing

Layoffs at Jam City as mobile studio 'reallocates resources'  
by Chris Kerr [12.03.18]
An unknown number of staff have been laid off at Jam City after the mobile developer reallocated recourses to better "support the goals" of its global business.
Smartphone/Tablet, Production, Business/Marketing