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September 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Video
Video: The Game Outcomes Project: How teamwork, leadership and culture drive results  
by Staff [07.25.18]
In this GDC 2016 session, Mothership Entertainment's Paul Tozour discusses the Games Outcome Project, highlighting important data about the nature of game development workplaces.
Console/PC, Business/Marketing, Video

How Failbetter's artists process prose and make sumptuous nightmares  
by Bryant Francis [07.25.18]
One of the artists behind Sunless Skies discusses what he's learned translating fearful prose into a nightmarish aesthetic.
Console/PC, Art, Video

Apple promotes iPhone gaming performance with new ad  
by Emma Kidwell [07.25.18]
Apple releases new ad for the iPhone X showing off the A11 Bionic chip, which is being marketed toward mobile game players.
Smartphone/Tablet, Production, Video

Chat with one of Sunless Skies' artists today at 3PM EDT  
by Bryant Francis [07.25.18]
We're talking to one of the artists who has helped bring Failbetter's spooky sensation Sunless Skies to life at 3PM EDT.
Console/PC, Design, Video

How Nyamakop designed Semblance's spongy, deformable terrain 1
by Jack Yarwood [07.25.18]
“I think we could have spent five or ten years on this game,” says Semblance dev Ben Myres. “There’s really enough interesting stuff there that you can build on top of the core deforming terrain."
Indie, Design, Video

Video: The unconventional launch of Fortnite  
by Staff [07.24.18]
In this GDC 2018 session, Epic Games' Ed Zobrist discusses the unique challenges of launching Fortnite and goes into the strategy and impact of adding the successful Battle Royalde mode.
Console/PC, Business/Marketing, Video

How Landfall accidentally struck a vein with a joke battle royale game 3
by Steven T. Wright [07.24.18]
Landfall's Petter Henriksson open up about how their latest April Fools "joke" game, Totally Accurate Battlegrounds, blew up in a way they never saw coming -- and why they're happy to keep it a joke.
Indie, Design, Business/Marketing, Video

Publisher Surprise Attack Games rebrands as Fellow Traveller, takes aim at 'unusual' games  
by Alissa McAloon [07.23.18]
The publisher now aims to support devs that "are pushing the boundaries of what games can be and exploring new ways for the medium to approach narrative."
Indie, Business/Marketing, Video

Video: How to get your game noticed in 2018 2
by Staff [07.23.18]
In this GDC 2018 session, No More Robots' Mike Rose discusses what currently works (and what doesn't) when attempting to sell a game in 2018.
Indie, Production, Business/Marketing, Video

How piracy led to GOG encouraging DRM-free releases 2
by Emma Kidwell [07.23.18]
Noclip recently published a video interviewing people behind the digital distribution service GOG, starting off by discussing how piracy in early Poland lead to an anti-DRM mentality for the company.
Console/PC, Design, Video

Building a set piece on a budget: Designing Fe's deer colossus  
by Aron Garst [07.23.18]
Game director Andreas Beijer and lead artist Martin Rasmusson walk through the process of developing and iterating the big deer colossus set piece in their charming platformer Fe.
Indie, Design, Video

Gamasutra plays Sleep Tight with lead dev Maxx Burman  
by Bryant Francis [07.20.18]
We talked to one of the co-creators of Sleep Tight, an upcoming twin-stick shooter that builds complexity out of some surprising variables.
Console/PC, Design, Video

Video: How to solve collision problems in game programming  
by Staff [07.20.18]
In this GDC 2016 session, Blizzard Entertainment's Erin Catto explores how to solve collision problems in game programming.
Console/PC, Programming, Video

Chat with the lead developer of Sleep Tight at 3PM EDT  
by Bryant Francis [07.20.18]
We're talking to the lead developer of Sleep Tight starting at 3PM EDT.
Console/PC, Design, Video

Video: How to build a remote team for better happiness
by Staff [07.19.18]
In this GDC 2016 session, Fox Cub's Ian Wang shares lessons learned from building a remote 30 person team that spans 12 countries.
Indie, Production, Video

How jams become levels in the co-op bullet hell musical Just Shapes & Beats  
by Joel Couture [07.19.18]
"My point is basically to share my love of music," explains dev Simon Lachance in this dive into how he came up with and designed the hellishly rhythmic levels of Just Shapes & Beats.
Indie, Design, Video

Video: How to thrive and grow as an indie studio  
by Staff [07.18.18]
In this 2018 GDC session, Weather Factory's Alexis Kennedy discusses the lessons learned while building Failbetter Games, and how those lessons were taken into account when founding a second studio.
Indie, Production, Video

Xaviant to delist The Culling 2 after rocky launch, opts to support The Culling 1 instead 2
by Alissa McAloon [07.18.18]
Xaviant has announced that it is delisting the recently released game and instead focusing its efforts on reviving and supporting the day-one build of the original The Culling.
Console/PC, Social/Online, Indie, Video

Video: Populating the open world of Horizon Zero Dawn  
by Staff [07.17.18]
In this GDC 2018 talk, Guerrilla Games' Daniel Calvert explains how the studio approached the challenges of making characters for Horizon Zero Dawn.
Console/PC, Design, Video

Video: The 10-year evolution of the Assassins Creed franchise  
by Staff [07.16.18]
In this GDC 2018 presentation, Ubisoft's Jean Guesdon breaks down the evolution behind the Assassin's Creed brand.
Console/PC, Design, Video