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November 26, 2020
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Updates » Production
The surprising way that paid DLC works 3
by Simon Carless [07.14.20]
So, paid DLC - new levels, modes, etc - specifically those made for PC games on Steam. It's way better for devs than you think, and here's why!
Console/PC, Indie, Design, Production, Business/Marketing

Analyzing those Satisfactory sales numbers (& more!)  
by Simon Carless [07.10.20]
Coffee Stain Studios were kind enough to go public with their game sales for standout first-person factory building game Satisfactory - what does that say about Epic Games Store and Steam?
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Blog: Balancing Tips - How we managed math on Idle Idol  
by Gamasutra Community [07.10.20]
During Idle Idol development - our first Idle Game - we came across some balancing challenges we managed to solve with creative approaches. Here's what we learned from that process.
Production, Business/Marketing

Don't Miss: An oral ('Sporal'?) history on the development of Maxis' Spore 1
by Staff [07.09.20]
Former team members look back on the triumphs and challenges in developing one of the most ambitious games of all time.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Finnish mobile studio Traplight nets $9 million to support Battle Legion  
by Chris Kerr [07.09.20]
Finnish mobile studio Traplight has netted $9 million in funding after launching its latest title, Battle Legion
Smartphone/Tablet, Production, Business/Marketing

Don't Miss: A deep dive into the 'old school' save system of Alien: Isolation 15
by Staff [07.08.20]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production

VGDC: Em Reed's 'All Time Greats' article/video picks  
by Simon Carless [07.08.20]
Writer & cultural commentator Em Reed contributes some really interesting links that straddle history, art, academia and culture adeptly.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Mobile game discovery - Why it's tricky for indies 5
by Gamasutra Community [07.08.20]
Mobile games grossed almost $70 billion in 2019. But why aren't lots of small and medium indies without experience jumping into the space? Here's some good reasons.
Console/PC, Production, Business/Marketing

Game Discoverabilityland: The Season Of Discovery  
by Gamasutra Staff [07.03.20]
The newest roundup on game discovery includes news on Xbox Summer Games Fest, PlayStation Indies, Apple Arcade/iOS news, and lots more.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Paradox Interactive acquires Playrion Game Studio to help with mobile push  
by Chris Kerr [07.02.20]
Swedish developer-publisher Paradox Interactive has acquired French "mobile-focused" developer Playrion Game Studio for an undisclosed fee.
Smartphone/Tablet, Production, Business/Marketing

Blog: Soft skills for game developers 8
by Gamasutra Community [07.02.20]
Being a good games designer requires strong soft skills. Providing feedback, mediating discussions, resolving conflicts, managing people; these require empathy, tact and diplomacy.
Production, Business/Marketing

The Ubisoft paradox: How the publisher enabled a culture of abuse and control 8
by Chris Kerr [07.01.20]
"It is such a well-functioning system of control, because there is a lot of conversation happening in the company. It just leads nowhere. An audit in Ubisoft leads nowhere 9 times out of 10."
Console/PC, Production, Business/Marketing

Sinespace dev partners with Unity to let Asset Store creators sell models in-game  
by Chris Kerr [07.01.20]
A new partnership will let Unity Asset Store creators sell their 3D models to players in free-to-play MMO Sandbox, Sinespace.
Console/PC, Production, Business/Marketing

Prioritizing accessibility early on was vital for The Last of Us Part 2's robust features  
by Alissa McAloon [06.30.20]
In an interview with Can I Play That, Naughty Dog discusses how work done early in the development process laid the foundation for The Last of Us Part 2's in-depth accessibility options.
Console/PC, Design, Production

Ubisoft CEO sanctions formation of 'multidisciplinary working group' to tackle abuse  
by Chris Kerr [06.30.20]
Ubisoft has detailed some of the actions it will take to address the rampant abuse allegations that have rocked the company.
Production, Business/Marketing

Nintendo Switch game sales: the three biggest misconceptions 1
by Gamasutra Staff [06.30.20]
The Nintendo Switch is still probably still the hottest console platform for small and medium-sized indies looking to launch on multiple platforms - but what are people getting wrong about it?
Console/PC, Indie, Production, Business/Marketing

EA pledges to investigate allegations of abuse and support victims 1
by Chris Kerr [06.30.20]
EA has asked employees to come forward if they've ever experienced abuse or harassment during their time at the company, and outlined its position by reiterating "these behaviors are never okay." 
Production, Business/Marketing

Video Game Deep Cuts: SpongeBob's Death Come True  
by Gamasutra Staff [06.26.20]
Death Come True, Hylics 2, and the SpongeBob game remake are just a few of the things featured in this week's new Video Game Deep Cuts link round-up.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Klang Games GmbH is hiring a Technical Producer  
by Bryant Francis [06.26.20]
Klang is looking for a Technical Producer who enjoys a collaborative and creative work environment to join them in one of the most exciting cities on the planet!
Console/PC, Production, Recruitment

What are Steam Points? What were Summer Festival's lessons?  
by Gamasutra Staff [06.26.20]
What the heck is this new Steam Points system? How did devs fare in the Steam Summer Games Festival with their pre-release demos? All this info, and more, within.
Console/PC, Indie, Design, Production, Business/Marketing