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June 18, 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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    Libby Kruse






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Updates » Console/PC
Interactive Gaming Ventures and Epic Games team up to fund UE4 indies  
by Alissa McAloon [05.30.18]
The two companies are looking to invest in two to three developers a year, noting that they are seeking indie projects that use Epic’s Unreal Engine 4.
Console/PC, Indie, Business/Marketing

Sail across the desert with the makers of Far: Lone Sails at 3PM EDT  
by Bryant Francis [05.30.18]
We're talking to the developers of FAR: Lone Sails starting at 3PM EDT.
Console/PC, Design, Video

How porting our game to Vita improved performance everywhere else 17
by Lars Doucet [05.30.18]
Game dev Lars Doucet writes about how porting Defender's Quest: Valley of the Forgotten DX to the PlayStation Vita required lots of optimizations that helped improve the game across all platforms.
Console/PC, Indie, Production

Valve removes mass shooting game and its 'troll' dev from Steam 11
by Alex Wawro [05.29.18]
The team at Valve seem to have unceremoniously delisted the upcoming mass shooting simulator Active Shooter from Steam today, calling the developer "a troll, with a history."
Console/PC, Business/Marketing

Teachers can now access an educational version of Cities: Skylines  
by Alex Wawro [05.29.18]
Edugaming startup TeacherGaming has teamed up with publisher Paradox Interactive to bring an educational version of Colossal Order's Cities: Skylines city-building game to classrooms around the world.
Console/PC, Serious, Business/Marketing

Report: Xbox support staff helped train unpaid replacements before being laid off  
by Alex Wawro [05.29.18]
If this is true, it sure looks like Microsoft cut some support staff (reportedly around 12) and replaced them with unpaid labor in the form of Ambassador participants.
Console/PC, Business/Marketing

After 3+ decades as a private firm, UK dev Codemasters is going public  
by Alex Wawro [05.29.18]
The longstanding dev of series like Dirt and F1 plans to launch on (a submarket of) the London Stock Exchange with an initial public offering of £280 million (~$371.24 million USD).
Console/PC, Business/Marketing

Video: Unproven game AI techniques that might just work  
by Staff [05.29.18]
At GDC 2016 a cabal of game AI devs proposed pie-in-the-sky ideas that they've been unable to try, may never be able to try, and which may or may not even be feasible.
Console/PC, Indie, Programming, Video, Vault

Don't Miss: What 20+ years of Fallout games have taught the series' devs 3
by Staff [05.29.18]
Take a look back at this 2015 chat with devs who have worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

PUBG Corp. files copyright infringement lawsuit against Fortnite dev Epic Games 7
by Alissa McAloon [05.29.18]
The suit alleges that Epic’s Fornite Battle Royale is far too similar to PlayerUnknown’s Battlegrounds and, as a result, infringes on PUBG Corp.'s copyrights.
Console/PC, Social/Online, Business/Marketing

Balancing contract work while bringing Moonlighter to life  
by Bryant Francis [05.29.18]
We chatted with the CEO of WildFrame and Digital Sun to discuss the business of making small indie games like Moonlighter while balancing work for other clients.
Console/PC, Design, Video

Pokemon Company annual profits drop to a mere $80.8 million  
by Kris Graft [05.29.18]
The Pokemon Company, purveyor of little monsters that theoretically fit in pockets, pocketed $80.8 million in profit during the fiscal year ended February, a drop from $145.6 million the year prior.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

How premium PC games continue to rise, surprise in China  
by Samuel Lee, Richie Zhu [05.29.18]
"Like so many recent trends in China, the fervent rise of premium PC games was thought to be impossible only a few years ago," explains this data-driven look at the Chinese game market.
Console/PC, Business/Marketing

Don't Miss: Designing Hitman's Elusive Target system 6
by Staff [05.29.18]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Get a job: Sony PlayStation seeks a Sr. Technical Project Manager  
by Staff [05.29.18]
Sony is looking for someone with direct experience with platform planning and/or managing projects in a global digital media entertainment environment to take the role of Sr. Technical Project Manager.
Console/PC, Production, Recruitment

Video Game Deep Cuts: Inside The Cultist Splatterhouse  
by Gamasutra Staff [05.28.18]
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Former Dragon Age director reflects on the ups and downs of development  
by Emma Kidwell [05.25.18]
In an interview published by Eurogamer earlier today, former BioWare director Mike Laidlaw discusses his personal achievements and failures while working on the Dragon Age series.
Console/PC, Design

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Blog: Developing procedural dialog in a game about tech support 2
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

Designing highly replayable stealth levels for Payday 2 6
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Console/PC, Design