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Updates » Console/PC
XRDC speaker Q&A: Rosstin Murphy and the potential of VR enterprise training  
by Staff [10.24.18]
STRIVR developer and XRDC speaker Rosstin Murphy discusses his journey into the field of VR enterprise training software.
Console/PC, Design

Blog: A Batman: Arkham Origins design analysis 2
by Gamasutra Community [10.24.18]
Game designer Stanislav Costiuc dives into 2013's Batman: Arkham Origins in this analysis.
Console/PC, Design

Come to GDC 2019 for expert insight on fashion in games & designing for the colorblind  
by Staff [10.24.18]
2019 may still feel far away, but GDC 2019 organizers are already lining up great stuff for next year's show -- including these two great Advocacy talks, one on fashion and the other on colorblindess!
Console/PC, Serious, GDC

Betting platform nabs license for cryptocurrency gambling on eSports 1
by Emma Kidwell [10.23.18]
Live-betting esports platform Unikrn had its crypto-gambling license approved by the Isle of Man earlier today, allowing for users to legally gamble on video game competitions via crypto-currency. 
Console/PC, Business/Marketing

Rockstar devs detail the company's long and troubled relationship with crunch 6
by Alissa McAloon [10.23.18]
A long and in-depth story from Kotaku collects the experiences of over 70 Rockstar developers, 43 former and 34 current, to dig into the developer’s public and private relationship with crunch culture. 
Console/PC, Production

Submissions for the 2019 DICE Awards are now open to developers  
by Emma Kidwell [10.23.18]
Registration for the 2019 DICE summit is now open, with the annual event returning to Las Vegas from February 10 to the 13 at a new venue, the Aria Resort & Casino.
Console/PC, Business/Marketing

Don't Miss: Level design lessons from Super Mario Bros. 3  
by Gamasutra Community [10.23.18]
Today marks 30 years since Super Mario Bros. 3 first released in Japan. In this 2011 blog post, Radek Koncewicz traces some of the game's clever design tricks that made it a series mainstay.
Console/PC, Design

A Nintendo-backed initiative aims to work Labo into classrooms  
by Alissa McAloon [10.23.18]
Nintendo has joined forces with the Institute of Play to kick off an initiative that seeks to use its craftable Nintendo Labo kits as a way to introduce STEAM concepts to elementary school kids.
Console/PC

Brewing meaningful UX in the interactive visual novel Coffee Talk 1
by Adlan Arvyanda Ramly [10.23.18]
Toge Productions UX and UI engineer intern Adlan Arvyanda Ramly explains how they improved the user interface, user experience, and general usability of chatty barista simulator, Coffee Talk.
Console/PC, Design, Production

Classic Tools Retrospective: The tools that built Deus Ex 7
by Gamasutra Community [10.23.18]
David Lightbown interviews Chris Norden about the history of tools development for Deus Ex. Learn how the team customized the Unreal Editor, developed dialogue and export tools, created lip-sync technology, and more.
Console/PC, Programming, Production, History

Don't Miss: Finding design freedom through constraints in Michael Brough's Imbroglio 6
by Joel Couture [10.22.18]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His game Imbrogliois even more constrained: a 4X4 grid. Constraints can be freeing.
Console/PC, Smartphone/Tablet, Design

Significant layoffs at Trion Worlds following acquisition by Gamigo 2
by Alissa McAloon [10.22.18]
Update According to a source close to the matter, only around 25 developers across both of Trion Worlds' two studios have been given the choice of remaining with the company.
Console/PC, Business/Marketing

Common problems when translating games into Japanese
by Clyde Mandelin [10.22.18]
A game dev friend of mine recently hired a translation agency to translate his latest game into Japanese. I skimmed through it to make sure everything was okay… and it turned out to be a sheer disaster.
Console/PC, Production

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Rockstar states overtime is 'optional' for studio that sometimes pulled 50-hour weeks 3
by Bryant Francis [10.19.18]
According to Rockstar head of publishing Jenn Kolbe, the company's QA studios will not be required to work mandatory overtime shifts in the future.
Console/PC, Production

Video: The development process of Klei Entertainment's Shank  
by Staff [10.19.18]
In this GDC 2011 session, Klei Entertainment's Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.
Console/PC, Design, Video

Call of Duty: Black Ops 4 introduces special in-game items to support veterans 1
by Emma Kidwell [10.19.18]
Activision Blizzard announced a new in-game pack for Call of Duty: Black Ops 4, where 100% of proceeds go toward supporting veterans find high-quality careers.
Console/PC, Business/Marketing

Steam surpasses 30 million domestic users in China  
by Emma Kidwell [10.19.18]
Steam has surpassed more than 30 million users in China following the partnership between Valve and Chinese publisher Perfect World to bring the platform overseas.
Console/PC, Business/Marketing

Devs air grievances with Steam reviews, regional pricing, and dev support 19
by Alissa McAloon [10.19.18]
An insightful read from Polygon gathers feedback from several game devs about Steam’s review system, regional pricing, and overall developer support.
Console/PC, Social/Online, Business/Marketing

We're talking to Sunless Skies writer James Chew at 3PM EDT  
by Bryant Francis [10.19.18]
Join us for a chat with one of the writers behind Sunless Skies.
Console/PC, Design, Video