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April 25, 2018
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Updates » Production
Blog: How we turned Orwell into an episodic game 1
by Gamasutra Community [12.29.17]
Turning Orwell into an episodic serial was a risk. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here's what went right, and wrong.
Design, Production

Game devs around the world share their New Year's resolutions 1
by Staff [12.29.17]
2018 is nearly upon us, so what are game devs planning for the year ahead? To make games, of course, but also lots of other interesting things -- read on to find out what!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Infinity Ward, and more are hiring now!  
by Staff [12.28.17]
Game studios from Austin, Texas to Tokyo, Japan are hiring game developers, engineers, producers, and more right now on the Gamasutra Job Board.
Programming, Production, Recruitment

Best of 2017: 20 things I've learned about game development 32
by Gamasutra Community [12.28.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: 8 tips to help manage your indie community 1
by Gamasutra Community [12.28.17]
Community management is a hectic job, but it can be streamlined with a few simple tips and tricks.
Production, Business/Marketing

FCC issues final extension for video game CVAA accessibility waiver 2
by Alissa McAloon [12.27.17]
At the request of the ESA, the FCC has extended an existing waiver that temporarily makes video games exempt from the accessibility requirements set forth in the CVAA of 2010.
Production, Business/Marketing

Blog: Fixing Tokyo 42's problematic camera  
by Gamasutra Community [12.27.17]
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Programming, Design, Production

Learn how Street Fighter II designer Akira Nishitani modernized the franchise  
by Chris Kerr [12.27.17]
"Games at that time had a lot of things about them that were 'not properly made.'We started by investigating those things, then we began brainstorming about 'What feels good?'"
Design, Production

Blog: The painful art of cutting 1
by Gamasutra Community [12.27.17]
Writing game narrative is hard; cutting it is harder. But good, brutal editing is crucial to both managing your scope and delivering a tight story.
Design, Production

Report: Nintendo won't be rolling out 64GB Switch cartridges until 2019  
by Chris Kerr [12.27.17]
Nintendo won't be handing out larger 64GB Switch cartridges to external developers until at least 2019.
Console/PC, Production

Blog: Trials of a self-taught indie dev 9
by Gamasutra Community [12.26.17]
Ill try to describe what its like to be a self-taught indie developer without a hit. And, well, it's not the kind of story you see in Indie Game: The Movie or documentaries or from the GDC scene.
Design, Production

Blog: Remastering Full Throttle and curating a classic 1
by Gamasutra Community [12.26.17]
Striking the balance in the production of a remaster is tricky business, and you can easily please as many fans as you disappoint. Here's how we handled the pressure when remastering Full Throttle.
Design, Production

Video Game Deep Cuts: That HQ Donut County Trivia  
by Gamasutra Staff [12.24.17]
This installment of Video Game Deep Cuts includes a look at indie standout Donut County, the potential dystopia behind HQ Trivia, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

One of the first ever LGBTQ video games has been restored 1
by Chris Kerr [12.22.17]
Caper in the Castro, one of the first ever (if not the first) LGBTQ-themed video games, has been restored and is now playable over on the Internet Archive.
Console/PC, Programming, Production

Best of 2017: Gamasutra's top games, devs, events and trends  
by Staff [12.22.17]
We bid farewell to the year that was with this celebration of the top game developers, trends, events, and games that defined 2017 and stand poised to shape the industry for years to come.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2017: Devs share their most memorable dirty coding tricks 8
by Brandon Sheffield [12.21.17]
In which we gathered unusual solutions to unusual problems from resourceful coders across the industry. Delight at their ingenuity, marvel at their audaciousness, and learn from their mistakes!
Console/PC, Indie, Programming, Design, Production

Get a job: Cryptic Studios is hiring a Sr. Producer  
by Staff [12.21.17]
Cryptic Studios is looking for an experienced producer to make sure the overall development and business goals are being driven towards and met as a member of its team in Los Gatos, CA.
Production, Recruitment

Blog: Why I quit playing games to make them 8
by Gamasutra Community [12.21.17]
In 2016, I made a New Year's resolution and uninstalled every single game on my computer to focus on creative work. Here's how that played out.
Production

At GDC 2018 see how King tried Pixar's 'Brain Trust' model - and why it went awry 1
by Staff [12.21.17]
As part of the GDC 2018 Mobile Summit, King's Stephen Jarrett and Rob Woodburn will be presenting an earnest talk about "Implementing Pixar's Brain Trust Model at King, and How It All Went Wrong."
Social/Online, Smartphone/Tablet, Production, GDC

Gamasutra's Best of 2017: The top 10 games of the year 7
by Staff [12.21.17]
'Tis the season for us to share with you our list of the games from this year that stuck with us thanks to their technical sophistication, storytelling, innovation, and ineffable emotional value.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production