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Updates » Production
Game Design Deep Dive: Creating Falcon Age's feathered companion
by Outerloop Games [09.17.18]
Let’s do a deep dive of the design of the falcon, animation and rig setup, AI and navigation, feather tech, and raptor sounds.
Console/PC, Programming, Design, Production, Video

Weekly Jobs Roundup: Cryptic Studios, The Game Band, and more are hiring!  
by Staff [09.14.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Console/PC, Smartphone/Tablet, Programming, Art, Production

Assassin's Creed for Switch adopts pay-as-you-play pricing in Japan  
by Emma Kidwell [09.14.18]
Assassin's Creed Odyssey is coming to the Switch in Japan as a "Cloud Edition".
Console/PC, Production

Got a great idea for a VR/AR talk? Pitch it for GDC 2019's VRDC!  
by Staff [09.14.18]
Got a great AR/VR/MR talk in mind? If it has to do with games or entertainment in general, GDC 2019 is still accepting VRDC talk submissions -- but only until Friday, October 5th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Treyarch: Being able to adapt is 'most important' aspect of game dev 3
by Chris Kerr [09.14.18]
"Everything tends to work together for a reason. Internally, we have built a culture of adaptation. The most important aspect of game development is being able to adapt."
Console/PC, Production

IGDA collaborates with IEP to bring indie devs online learning resources  
by Emma Kidwell [09.13.18]
The IGDA and IEP are collaborating on providing online lessons aimed at helping indie devs improve the commercial viability of their games.
Indie, Production, Business/Marketing

Pitch your exciting, insightful game UX talks for GDC 2019's UX Summit!  
by Staff [09.13.18]
GDC organizers are still accepting UX Summit talk submissions -- but only until Friday, October 5th at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

iPhone Xs comes with enhanced performance for ARKit 2  
by Emma Kidwell [09.12.18]
The recently unveiled iPhone Xs and Xs Max feature a brand-new chip called the A12 Bionic, a 6-core CPU said to enhance performance improvements for ARKit 2.
Smartphone/Tablet, Design, Production

Don't miss your shot to pitch a talk for GDC 2019's Indie Games Summit!  
by Staff [09.12.18]
Hey devs, the 2019 Game Developers Conference is still accepting Independent Games Summit talk submissions -- but only through 11:59 PM Pacific on Friday, October 5th!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Lessons and tips from the UE4 Spring Jam 2
by Gamasutra Community [09.12.18]
After my first "real" experience using Unreal Engine 4 during the UE4 Spring Jam, I wrote this article as a collection of tips for beginners, in the form of a game jam postmortem.
Design, Production

Blog: QA and our flirtation with programming 3
by Gamasutra Community [09.12.18]
Job specifications for Gameplay QA Testers are increasingly asking for programming experience. How does this impact our core QA teams? What skills are we missing out on?
Programming, Production

Video: Surviving the transition from college to indie dev  
by Staff [09.11.18]
At GDC 2018, noted indie developers Ted DiNola, Asher Vollmer and Jenny Jiao Hsia take the stage to offer their own stories about how they succeeded after (and during) college in different ways!
Indie, Production, Business/Marketing, Video, Vault

GDC 2019's Mobile Summit needs you to submit great mobile-centric talks!  
by Staff [09.11.18]
Today officials want to give a special shoutout to folks who might have ideas for talks that would be a good fit for the GDC Mobile Summit, which helps kick off GDC 2019 next March in San Francisco!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Danganronpa creator Kazutaka Kodaka establishes new game studio  
by Chris Kerr [09.11.18]
The company was formed with the aim of "doing something new," and Kodaka hopes to create an all-new globally successful franchise alongside smaller indie offerings.
Design, Production, Business/Marketing

Developing Spore: An oral ('Sporal'?) history 10 years on  
by Aron Garst [09.11.18]
Ten years ago, Maxis released Spore. 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

Developing the first mobile Spider-Man game before the App Store  
by Emma Kidwell [09.10.18]
In an interview Gadgets 360, game designers from Mumbai studio Indiagames discuss development of the first mobile iteration of Spider-Man, which was put together in under a month.
Smartphone/Tablet, Production

Don't Miss: A postmortem of Kingdoms of Amalur: Reckoning 12
by Staff [09.10.18]
Former Big Huge Games executive producer Mike Fridley walks through what went right and what went wrong with Kingdoms of Amalur's production leading up to a release that would sink two studios.
Console/PC, Programming, Design, Production

Now's the time to submit talks for the GDC 2019 Educators Summit!  
by Staff [09.10.18]
Next March, GDC 2019 will again host the Educators Summit, a program of talks dedicated specifically to game education. If you have a great talk in mind, now's the time to pitch!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: Putting The AR in Artifact?  
by Gamasutra Staff [09.09.18]
This week's highlights include an article about Facebook Messenger's AR microgames, a detailed look at Valve's upcoming Artifact card game, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Treyarch's classic 2002 postmortem of Spider-Man 3
by Alissa McAloon [09.07.18]
In this reprint from the August 2002 issue of Game Developer magazine, Spider-Man developer Jamie Fristrom writes about what went right and what went wrong with the game's development process.
Console/PC, Programming, Design, Production