Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 18, 2020
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Paradox & Hardsuit Labs fire two creative leads on Bloodlines 2  
by Bryant Francis [08.19.20]
After a series of delays, Hardsuit Labs & Paradox Interactive have announced the firing of two creative leads of Vampire: The Masquerade - Bloodlines 2 for reasons unknown.
Console/PC, Production, Business/Marketing

Surgeon Simulator developer Bossa Studios is going fully remote  
by Chris Kerr [08.19.20]
Surgeon Simulator and I Am Bread developer Bossa Studios is going fully remote after adjusting its workplace setup during the COVID-19 pandemic.
Console/PC, Production, Business/Marketing

Take-Two Interactive acquires mobile studio Playdots for $192 million  
by Chris Kerr [08.18.20]
Founded in 2013, Playdots is the developer behind Dots, Two Dots, and Dots & Co., which have amassed over 100 million downloads combined. 
Smartphone/Tablet, Production, Business/Marketing

Postmortem: A look back at the 5-year development of Eastshade 6
by Gamasutra Community [08.18.20]
A look back at the 5-year development of Eastshade, the open-world adventure where you play as a traveling painter.
Indie, Design, Production, Business/Marketing

Video: Quad mesh simplification in the Frostbite engine  
by Staff [08.17.20]
In this 2020 GDC virtual talk Electronic Arts' Ashton Mason breaks down how the company uses Frostbite to procedurally produce quality level of detail for in-game models.
Console/PC, Programming, Production, Video, Vault

What should a game publishing agreement look like? (& more!)  
by Gamasutra Staff [08.14.20]
Lots happening again this time out. So let’s get it going with an excellent data set from the rather good (but I’m biased) GDC Summer virtual event that took place last week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Advice on studio culture, game design, and much more from GDC Summer  
by Alissa McAloon [08.14.20]
Miss GDC Summer last week? Catch up on some of the expert advice from the show in this series of Gamasutra features on everything from monetization and game design to production and studio culture cultivation.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Blog: Mortal Kombat's John Tobias on the creation and evolution of a franchise  
by Gamasutra Community [08.14.20]
John "Saibot" Tobias talks to Arcade Perfect author David L. Craddock about creating the lore and visual style that defined early entries in the Mortal Kombat franchise.
Console/PC, Design, Production, Business/Marketing

PUBG Corp invests $10 million into 1Up Ventures to support indies  
by Chris Kerr [08.14.20]
PUBG Corporation has sunk $10 million into venture fund 1Up Ventures to help "foster the next generation of game developers."
Production, Business/Marketing

Video: Playtesting Overwatch  
by Staff [08.13.20]
In this 2018 GDC talk, Blizzard Entertaiment's Rowan Hamilton discusses how a "playtesting first" approach helped shape the production process for the studio's multiplayer hit Overwatch.
Console/PC, Social/Online, Production, Video, Vault

THQ parent company Embracer has purchased Metro dev 4A Games and others  
by Chris Kerr [08.13.20]
THQ Nordic parent company Embracer Group has announced a spate of acquisitions, including a number of game studios.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

GDC reveals upcoming virtual program, 2021 event lineup 1
by Staff [08.12.20]
Game Developers Conference 2021 will be a hybrid physical/virtual event taking place online and at the Moscone Center in San Francisco in July next year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Discoverability Now: How big is your game's Discord? (Not this big!)  
by Simon Carless [08.10.20]
Some of the trends in the biggest/most active video game Discord servers are super interesting, and here's a look at what I learned from checking this out. (Plus, a bunch more info on discoverability!)
Console/PC, Indie, Design, Production, Business/Marketing

Street Fighter producer Yoshinori Ono is departing Capcom 2
by Chris Kerr [08.10.20]
The veteran producer joined Capcom as a sound programmer and composer in the early '90s, cutting his teeth on arcade titles like Street Fighter Alpha and Saturday Night Slam Masters.
Console/PC, Production, Business/Marketing

Leveraging physical animation to sell Force powers in Jedi: Fallen Order  
by Chris Kerr [08.07.20]
Every Star Wars fan has dreamed of being a Jedi. But what is it about becoming a monk-like guardian of peace and justice that's so damn appealing? It's force powers. The answer is always force powers.
Console/PC, Programming, Production, GDC

Inside the twisting, turning development of Hardspace: Shipbreaker 1
by Alex Wawro [08.06.20]
At GDC Summer Blackbird Interactive’s Rory McGuire and Elliot Hudson reveal how the studio came up with a great original game idea and, through some hard pivots, turned it into Hardspace: Shipbreaker.
Indie, Production, GDC

Using emotion to drive social play in Sky: Children of the Light  
by Chris Kerr [08.06.20]
Thatgamecompany 'feel engineer' John Hughes explains how emotion drives the social play at the core of Sky: Children of the Light. 
Console/PC, Smartphone/Tablet, Design, Production, GDC

Using procedural destruction to unleash chaos in Control  
by Chris Kerr [08.06.20]
Explaining how Control's procedural destruction system was developed during a GDC Summer talk, Remedy's principle VFX artist Johannes Richter said the process began with understanding 'granularity.' 
Console/PC, Production, GDC

To jumpstart creativity or your game dev career, focus on finishing something 1
by Alex Wawro [08.05.20]
At GDC Summer today Tribe Games founder Charles McGregor shared anecdotes and practical advice to help would-be game devs go pro or keep their passion for game-making hot. His top tip? Ship something.
Console/PC, Indie, Production, GDC

Don't Miss: What went right (and wrong) during the development of Spider-Man (2002) 3
by Staff [08.05.20]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man dev Jamie Fristrom (Energy Hook) writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production