Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 19, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How Satisfactory's network optimizations keep multiplayer factories humming along 1
by Gamasutra Community [07.19.19]
Coffee Stain Studios' Gafgar Davallius reveals how Satisfactory is optimized for multiplayer while "handling a base with over 2000 conveyors, transporting thousands upon thousands of items."
Console/PC, Social/Online, Programming, Design

Don't Miss: Making Insomniac's Spider-Man do what a spider can 2
by Staff [07.18.19]
Insomniac Games' Ryan Smith talks to Gamasutra about the game design foundations of Marvel's Spider-Man (and how far back in Insomniac Games history they go).
Console/PC, Design

Microsoft sees dip in quarterly Xbox revenue as hardware sales slow  
by Alissa McAloon [07.18.19]
Microsoft has closed out the fourth quarter of its 2019 fiscal year with year-over-year decreases in both its game and Xbox businesses, though full-year game revenue is on the rise.
Console/PC

Zynga is growing its presence in India with a studio expansion  
by Alissa McAloon [07.18.19]
Zynga is moving into a new space in Bengaluru, noting that the city has become a game development hub in India.
Console/PC, Smartphone/Tablet

Get a job: Disruptor Beam is hiring a Senior Game Designer  
by Staff [07.18.19]
As a Senior Game Designer, you will work with a team of producers, designers, engineers, product managers and marketers to lead the creation of world-class free-to-play mobile games.
Smartphone/Tablet, Design, Recruitment

Video: Letting Go - The Florence postmortem  
by Staff [07.18.19]
In this 2019 GDC session, Mountains' Ken Wong discusses the journey of designing the studio's hit debut game Florence, a poignant look at the ups and downs of relationships.
Smartphone/Tablet, Indie, Design, Production, Video, Vault

Ubisoft says porting games to Stadia hasn't been a costly affair  
by Alissa McAloon [07.18.19]
Ubisoft is one of the major players known to be bringing existing games to Google Stadia and the company says that, at this stage, doing so hasn’t been incredibly expensive.
Console/PC, Social/Online

Kongregate acquires mobile and browser game Bit Heroes  
by Alissa McAloon [07.18.19]
Bit Heroes launched on Kongregate's online game portal in 2016, and has now been acquired by the San Francisco-based developer and publisher.
Console/PC, Smartphone/Tablet

Please welcome 6 new members to the Advisory Board for GDC 2020!  
by Staff [07.18.19]
Game industry experts Kimberly Voll, M.E. Chung, Grant Shonkwiler, Elan Ruskin, Sean Vanaman, and Eve Crevoshay join the illustrious GDC Advisory Board to help make GDC 2020 the best show yet!
Console/PC, Serious, Programming, Design, Production, GDC

id Software studio director Tim Willits is stepping down after 24 years  
by Chris Kerr [07.18.19]
Tim Willits, the studio director, level designer, and former co-owner of id Software, is leaving the company after 24 years.
Console/PC, Production, Business/Marketing

Oculus Quest teardown shows how the standalone VR headset was built  
by Chris Kerr [07.18.19]
If you're curious to learn how Oculus squeezed a mountain of tech into its standalone Quest virtual reality headset, you'll want to check out these pictures.
VR, Production, Business/Marketing

PC overtakes PlayStation 4 as Ubisoft's most lucrative platform this quarter 1
by Chris Kerr [07.18.19]
There's been a changing of the guard at Ubisoft, with PC replacing the PlayStation 4 as the company's most lucrative platform.
Console/PC, Business/Marketing

Blog: Turning my grandmother's childhood memories into a game  
by Gamasutra Community [07.18.19]
Recording a loved ones' memories for use as in-game audio is not as straight-forward as it might sound. In this article, I look into the challenges I faced when doing so.
Audio, Design, Production

Inside Steam Diving Bell, a tool for 'Wikipedia binging' Steam games 5
by Lars Doucet [07.18.19]
"Diving Bell's chief strength is its dumbness," says dev Lars Doucet, creator of the recommendation tool. "It's dead simple, transparent, & predictable, but the results are delightful and surprising."
Console/PC, Indie, Business/Marketing

Alienware co-founder Frank Azor is now AMD's chief architect of gaming solutions  
by Alissa McAloon [07.17.19]
"The builder and creator in me is ready for the next challenge,” wrote Azor.
Console/PC

Don't Miss: A postmortem of Fatshark's Warhammer: End Times - Vermintide 4
by Martin Wahlund [07.17.19]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production

Switch owners say Joy-Con controllers are prone to drifting after just months 1
by Alissa McAloon [07.17.19]
The Nintendo Switch launched back in 2017, but owners of the system say that the console’s detachable controllers still feature a defect that makes their joysticks prone to 'drifting.'
Console/PC

Video: Living the freelancing dream while avoiding the nightmare  
by Staff [07.17.19]
In this 2019 GDC talk, game writer Greg Buchanan discuses strategies to cope with the positive and negative aspects of freelance work, and ultimately build your career and reputation!
Console/PC, Indie, Business/Marketing, Video, Vault

Outsourcing studio Pole to Win expands with Montreal office  
by Alissa McAloon [07.17.19]
The game and tech outsourcing company Pole to Win is opening up an office in Montreal, the sixteenth studio the company has opened up to date.
Programming, Production

Blog: Finding the fun in monetizing Archero - Part 3  
by Gamasutra Community [07.17.19]
Welcome to part three of my look into Archero! This time we’ll focus on the monetization aspect of the game and how it doesn’t intrude on the fun.
Design, Business/Marketing