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June 23, 2018
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  • Editor-In-Chief:
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  • Editor:
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  • Contributors:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Production
Blog: A mini-retrospective on Cultist Simulator 2
by Gamasutra Community [06.12.18]
This post looks at what happened when we launched Cultist Simulator, and why we think it happened.
Design, Production

Killing Floor developer Tripwire launches new publishing division  
by Chris Kerr [06.12.18]
The studio claims its publishing model will be "truly collaborative," and will encompass multiple genres across a variety of platforms. 
Production, Business/Marketing, E3

Ninja Theory joined Microsoft to 'fly without the threat of falling down' 3
by Chris Kerr [06.11.18]
The Hellblade developer believes the move will allow it to "aim higher than we've ever dared, to really fly, without the threat of falling down."
Console/PC, Production, Business/Marketing, Video, E3

Keywords acquires game production outfit Blindlight  
by Chris Kerr [06.11.18]
Keywords Studios has acquired Hollywood-based game production outfit Blindlight for an undisclosed fee.
Production, Business/Marketing

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Making video game worlds in Yellowknife 2
by Gamasutra Community [06.07.18]
In May this year Rilla Khaled and Pippin Barr ran a Unity world-building workshop with participants in Yellowknife, Canada. This post is a summary of the workshop and its outcomes.
Design, Production

Video: Crafting a linear narrative around the open-world sandbox of The Long Dark  
by Staff [06.06.18]
In this GDC 2018 session, Hinterland Games' Raphael van Lierop shares hard-won lessons about the community-informed development of The Long Dark.
Console/PC, Design, Production, Video

Blog: Building the world of Pastorate  
by Gamasutra Community [06.06.18]
This blog explains how I constructed a game world from scratch, showing how I transformed my initial concept into an interactive novel over 15 months.
Design, Production

Video: How Media Molecule squashed its open bug counts  
by Staff [06.05.18]
As part of GDC 2018's Tools Tutorial Day, Media Molecule's Amy Phillips showcased how the Tearaway and Dreams dev has built and iterated on a range of tools and tech that optimize its bug flow.
Console/PC, Production, Video, Vault

Florence and Alto's Odyssey honored at Apple Design Awards 2018
by Chris Kerr [06.05.18]
Florence and Alto's Odyssey were among five games to be honored at the annual Apple Design Awards yesterday.
Smartphone/Tablet, Design, Production

Blog: Some more fundamentals for producers  
by Gamasutra Community [06.05.18]
I this post I wanted to revisit my fundamentals for producers, the toolkit I try and use everyday, to see what new points I can bring to the table.
Production

Blog: The unexpectedly long tail of a shmup called Aqua Kitty  
by Gamasutra Community [06.04.18]
In game development things don't always go to plan, and sometimes that's a good thing. In this blog post we track the long tail of a small shmup, featuring cats in submarines.
Console/PC, Design, Production

Blog: Building the world fabric of Mafia III 1
by Gamasutra Community [06.04.18]
Creating a city inspired by New Orleans had dozens of revisions with dozens of systems playing in the background. Here's some of its history with a few things that didn't make it.
Design, Production

Video Game Deep Cuts: The Dog In The Darkness  
by Gamasutra Staff [06.03.18]
This week's highlights include a very special mocap video game dog, the making of the creepy The Church In The Darkness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The perks of soft-launching your game on Itch.io before Steam 2
by Gamasutra Community [06.01.18]
Prepare your final Steam release by publishing on itch.io first. It'll help you prepare and plan your true launch.
Production, Business/Marketing

Don't Miss: A producer's 10 lessons learned the hard way 11
by Staff [06.01.18]
In this classic 2012 feature, an experienced producer shares the secrets he's learned from years of seeing devs fail to learn from the mistakes they've made on projects in the past.
Production, Business/Marketing

How a server explosion gave the original Guild Wars a new lease on life  
by Chris Kerr [06.01.18]
"I was just getting ready to dig into moving one service at a time into AWS when the data center Uninterruptible Power Supply failed to live up to its name and blew up."
Console/PC, Production

Battlefront II developer EA Motive expands with Vancouver opening 1
by Chris Kerr [06.01.18]
Motive is currently working on an untitled Star Wars project, and was originally developing the title alongside Dead Space creator Visceral Games until the studio's closure in October 2017.
Production, Business/Marketing

The story behind Remedy's viral dog mocap star  
by Vida Starcevic [06.01.18]
Some folks from Max Payne dev Remedy write about how they began experimenting with mocapping a studio dog, what they learned about putting pups in mocap suits, and how they might use the results.
Console/PC, Production, Video

Weekly Jobs Roundup: Telltale, Sucker Punch, and more are hiring now!  
by Staff [05.31.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Social/Online, Programming, Design, Production, Recruitment