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November 14, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Updates » Production
Skybound Games will finish work on Telltale's The Walking Dead  
by Chris Kerr [10.08.18]
While the terms of the deal are still being ironed out, Skybound has confirmed that members of the original development team will be brought back onboard to finish the project.
Production, Business/Marketing

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Nerd Kingdom, Plarium Michigan Studio, and more are hiring now!  
by Staff [10.05.18]
From gameplay programmers to UX designers, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

Don't Miss: Mafia 3 and the value of putting game developers in a box 1
by Staff [10.04.18]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeaway from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Console/PC, Design, Production

Get a job: Funcom is hiring External Producers  
by Staff [10.03.18]
Funcom is looking to hire two talented External Producers to handle the management of the company’s publishing projects.
Production, Recruitment

Ubisoft chief: The games industry needs to find its soul 12
by Chris Kerr [10.03.18]
"You know what is missing in this industry? A soul. Video games are about gaming, and gaming is not about entertainment, it's about learning."
Console/PC, Design, Production

Blog: Narrativizing Night in the Woods 1
by Gamasutra Community [10.03.18]
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story - not the other way around.
Design, Production

Blog: Profitable indie game development with Adam Saltsman 2
by Gamasutra Community [10.03.18]
Canabalt creator and Finji co-founder Adam Saltsman talks about his approach to profitable indie game development.
Production, Business/Marketing

How The Universim's 'god game' twist charmed Early Access players  
by Joel Couture [10.03.18]
Gamasutra speaks with the devs of The Universim about making living worlds and beings that react to player decisions rather than directly obey them, as well as Steam Early Access challenges.
Console/PC, Design, Production, Business/Marketing, Video

Blog: Narrative bridging on testing an experience - Part 3  
by Gamasutra Community [10.01.18]
This is the third and final part of my series on how to assure the quality of an experience from a narrative and cognitive perspective.
Production

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Understanding triple-A, startups, and mobile with Richard Khoo  
by Gamasutra Community [09.28.18]
Richard Khoo is a game design director that has been working in the industry for over 15 years. In this excerpt from the Game Dev Unchained podcast, he recalls some of his most memorable experiences.
Production, Business/Marketing

Three pain points in the production and design of Shadow of the Tomb Raider 4
by Alissa McAloon, Bryant Francis [09.27.18]
Shadow of the Tomb Raider narrative director Jason Dozois and producer Fleur Marty give Gamasutra the run-down on some of the game's best features -- and how those features were a pain in the ass to implement.
Console/PC, Design, Production

Oculus Quest's Insight system promises VR tracking beyond the box  
by Bryant Francis [09.26.18]
During today's Oculus Connect keynote, the company promised that the standalone Oculus Quest would allow players to use VR in larger, less constrained environments.
VR, Production

XRDC speaker Q&A: Laura Dodds on digitally recreating Sir David Attenborough  
by Bryant Francis [09.26.18]
Dream Reality Interactive art director Laura Dodds shares what it was like to work with volumetric video capture of Sir David Attenborough for the VR experience Hold the World.
VR, Production

Turning Alphabear 2 into an educational game that doesn't suck
by Gamasutra Community [09.26.18]
Our explicit goal with Alphabear 2 was to create a game that would actually be educational, but also competitive in the crowded mobile marketplace.
Smartphone/Tablet, Production

Video: A classic postmortem of the trailblazing Ultima Online  
by Staff [09.25.18]
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux (Lord British himself) & Rich Vogel talk about the things that went wrong and right in making and running Ultima Online.
Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Telltale looking to work with 'potential partners' to finish The Walking Dead 1
by Chris Kerr [09.25.18]
Telltale claims it's working on a solution to finish The Walking Dead, but the news hasn't gone down too well with many game developers.
Console/PC, Production, Business/Marketing