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August 19, 2019
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Updates » Console/PC
The complicated process of porting Graveyard Keeper to consoles and mobile 4
by Svyatoslav Cherkasov [06.28.19]
Lazy Bear Games summarizes the team's experience of porting a PC game made in Unity to iOS, Android, Xbox One, PlayStation 4, and Nintendo Switch, all while the PC version was being patched and improved.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: The Game Outcomes Project: Learning how teams succeed and fail 21
by Staff [06.27.19]
Though now on hiatus, the 2014-15 study has a lot to offer developers on how to build effective teams, why teams succeed or fail, how studio culture affects outcome, and what factors contribute to the success of a team or project.
Console/PC, Production, Business/Marketing

Valve clarifies Steam Sale event after devs chart declining wishlists  
by Alissa McAloon [06.27.19]
Valve offers a much-needed clarification after developers surmised an event's unclear rules were likely behind players removing cheaper games from their Steam Wishlists en masse.
Console/PC, Social/Online, Indie

Devs hit by Steam promo confusion as games are pulled from Wishlists 10
by Chris Kerr [06.27.19]
A number of developers are seeing their games being pulled from Steam Wishlists due a confusing Summer Sale promotion.
Console/PC, Business/Marketing

Why Clint Hocking wanted every NPC in Watch Dogs: Legion to be playable 1
by Bryant Francis [06.27.19]
Veteran game designer Clint Hocking shares his thoughts about making every NPC playable in Ubisoft's new game Watch Dogs: Legion.
Console/PC, Design

Video: Rapid-fire animation insights from the GDC 2019 Animation Microtalks  
by Staff [06.26.19]
In this GDC 2019 microtalk session 11 experts from Blizzard, BioWare and other industries present a series of rants, raves, observations and wild musings on animation and the game industry as a whole.
Console/PC, Indie, Art, Production, Video, Vault

Watch a breakdown of the design and planning that keeps Dauntless running  
by Bryant Francis [06.26.19]
The developers behind Behemoth-slaying online game Dauntless share stories and insight from the game's development.
Console/PC, Design, Production, Video

Don't Miss: Obduction let Cyan experiment with VR in a non-Myst universe 1
by Staff [06.26.19]
Obduction is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
Console/PC, Programming, Design

Microsoft, Nintendo, and Sony pen letter against Trump's game console tariff  
by Alissa McAloon [06.26.19]
Microsoft, Nintendo, and Sony argue that the disproportionate harm caused by these tariffs to U.S. consumers and businesses will undermine--not advance--" the administration's goals.
Console/PC

QA bears the brunt of Treyarch's crunch and culture issues, say staff 3
by Alissa McAloon [06.26.19]
The article shares stories about crunch across the studio, but the brunt of the issues brought up in Kotaku’s story are faced on a day to day basis by those working in Treyarch's QA department.
Console/PC, Production

Chat with the developers behind Dauntless starting at 3PM ET  
by Bryant Francis [06.26.19]
The developers behind Dauntless are taking your questions starting at 3PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Charting the pacing of Uncharted 2 - Part 1 4
by Gamasutra Community [06.26.19]
Uncharted 2 has some of the most exceptional pacing in action-adventure video game history. Let's take a look at what that means and how the game achieves it.
Console/PC, Design

Tim Sweeney: Epic Games Store exclusives will help devs everywhere earn more 1
by Chris Kerr [06.26.19]
Epic Games founder and chief exec Tim Sweeney has suggested that procuring exclusives for the Epic Games Store isn't simply about helping the nascent marketplace compete with rivals like Steam.
Console/PC, Business/Marketing

Game Design Deep Dive: Making the 100(!) endings of Reventure 2
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Console/PC, Indie, Design, Video

Valve launches VR Portal spinoff Aperture Hand Lab  
by Alissa McAloon [06.25.19]
Valve has launched Aperture Hand Lab, a VR-based spinoff of the Portal series intended to teach VR newbies the ins-and-outs of the Index’s offerings.
VR, Console/PC

Tel Aviv is now home to Nintendo's second official store  
by Alissa McAloon [06.25.19]
Nintendo has opened up its second official Nintendo Store, this time in a shopping mall in Tel Aviv, Israel.
Console/PC

Don't Miss: Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [06.25.19]
We spoke with some of the developers of The Silver Case, discussing character design, story, and its 2017 remaster.
Console/PC, Indie, Art, Design

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Console/PC, Indie, Art, Design, Video, Vault

World War Z has topped 700,000 sales on the Epic Games Store 1
by Chris Kerr [06.25.19]
Saber Interactive's co-op shooter World War Z has sold 700,000 copies on the Epic Games Store alone.
Console/PC, Business/Marketing

Humble has raised $150M for charity through bundles and storefront  
by Chris Kerr [06.25.19]
Humble has raised $150 million for charity since launching its pay-what-you-like game bundles back in 2010.
Console/PC, Business/Marketing