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September 18, 2020
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Updates » Production
Indivisible publisher 505 Games says release tool mishap caused surprise launch 1
by Chris Kerr [05.01.20]
Indivisible publisher 505 Games has explained how the title managed to launch on the Switch without it or developer Lab Zero Games' knowledge. 
Console/PC, Production, Business/Marketing

Classic Tools Retrospective: The birth, death, and re-birth of Gamebryo 3
by Gamasutra Community [05.01.20]
David Lightbown, UX director for the technology group at Ubisoft Montreal, offers an in-depth account of the people and events behind the Gamebryo engine and tools that powered games including Oblivion, Civilization IV, and many more.
Console/PC, Programming, Production, History

Don't Miss: Creating a natural movement system for Dying Light 5
by Staff [04.30.20]
"So many of the established smoke and mirrors techniques you use in level design just didn't work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production

My.Games launches $10 million publishing program for hyper-casual developers  
by Chris Kerr [04.30.20]
My.Games has launched a new $10 million publishing program geared towards hyper-casual game developers.
Production, Business/Marketing

Get a job: Visual Concepts is hiring a Producer  
by Staff [04.29.20]
In the role of Producer, you’ll drive initiatives to improve our gameplay, visuals, technology, and game features to help make the next iteration of WWE 2K the best ever. 
Production, Recruitment

It's not just you, COVID-19 is making remote work challenging everywhere  
by Bryant Francis [04.29.20]
It's now clear that remote work under the threat of COVID-19 isn't the same your average work-from-home process.
Console/PC, Production

Blog: A/B tests for analyzing live ops - Part 3  
by Gamasutra Community [04.28.20]
In the third part of my blog series on the A/B testing of live ops, I discuss statistical significance, approaches to the interpretation of results, and some conclusions.
Production, Business/Marketing

DayZ developer Bohemia Interactive shutters Bratislava studio  
by Chris Kerr [04.28.20]
DayZ developer-publisher Bohemia Interactive has shut down its Bratislava studio, although it claims development on the survival shooter will proceed as planned.
Production, Business/Marketing

Developing your game's community for maximum pre-release fans 1
by Simon Carless [04.28.20]
It seems important to me that devs spend a lot of time on nurturing their game community before launch. But many can't or don't. Here's advice on how you can do a better job!
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: XCOM's Cloudpunk Industries Of Titan  
by Gamasutra Staff [04.25.20]
The latest piece rounding up the week's notable writing and videos in games includes pieces on new games from Cloudpunk to Industries Of Titan, plus a bunch of neat historical writing & research.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Blizzard, Ubisoft, and other studios went remote in the time of COVID-19  
by Bryant Francis [04.24.20]
Blizzard, Ubisoft, and other game development studios and publishers explain how their companies transitioned to remote work to slow the spread of COVID-19.
Console/PC, Production

Video: The Kine game dev postmortem 1
by Staff [04.22.20]
In this GDC 2020 virtual talk Gwen Frey discusses her journey taking her recently-released game Kine from an after-work passion project to a fully realized multi-platform puzzler.
Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 5
by Staff [04.22.20]
Gamasutra speaks to voice director, consultant and game industry veteran Khris Brown to better understand how high-quality voicework in games comes together from a developer perspective.

Blog: Prioritizing accessibility considerations  
by Gamasutra Community [04.22.20]
A common question around accessibility is where to start. This post shares a look at feature usage data (with suggested top 5) and other methods for prioritizing, particularly on small budgets.
Design, Production

Don't Miss: The secret history of Donkey Kong 9
by Staff [04.21.20]
This 2011 feature takes a look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.

Video: What you should know before making a cross-platform game  
by Staff [04.21.20]
In this GDC 2020 virtual talk AccelByte's Raymond Arifianto explains why making a cross-platform game is not for the faint of heart and shares 9 things you need to know before making the big jump. 
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Blog: The production data and tools I used to develop Hang Line 4
by Gamasutra Community [04.21.20]
I the third part of my Hang Line postmortem, I offer a complete project breakdown that covers budget, timeline, production data, tools and plugins used.
Design, Production

Get a job: Join Infinity Ward as a QA Manager  
by Staff [04.20.20]
Infinity Ward, developer of Call of Duty: Modern Warfare, is looking for a talented and passionate QA Manager to join our high-caliber team.
Production, Recruitment

Blog: Anatomy of a failed Kickstarter 4
by Chris Kerr [04.20.20]
Thinking about making a kickstarter? Read on to learn my thought process, strategy and how it came crashing to the ground.
Production, Business/Marketing

Video Game Deep Cuts: Chex Quest... Chex Out?  
by Gamasutra Staff [04.19.20]
The latest picks for the top writing, video & news of the week include a great Outer Worlds doc, the return of Chex Quest, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing