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September 18, 2020
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Updates » Production
Culture, advocacy, and trust: Building the foundations for a successful QA team  
by Alissa McAloon [08.05.20]
QA is a vital part of the game development process, but, as Private Division executive producer Kari Toyama explains in her GDC Summer talk, QA’s contributions and even presence is often underappreciated.
Programming, Production, GDC

Blog: Tips for maximizing the performance of your Unity game - Part 2 3
by Gamasutra Community [08.05.20]
Game designer and Street Lamp Games co-founder Mahesh Athirala offers some practical tips for boosting the performance of your Unity project.
Console/PC, Design, Production, Business/Marketing

How System Era overcame creative paralysis to fix Astroneer's crafting system  
by Chris Kerr [08.04.20]
System Era designer Aaron Biddlecom and gameplay programmer Elijah O'Rear explain how they mined their own game design to invigorate Astroneer's "flat" crafting system.
Console/PC, Design, Production, GDC

New AbleGamers program aims to educate devs & foster a more inclusive industry  
by Alissa McAloon [08.04.20]
AbleGamers has announced a new initiative that aims to make its Accessible Player Experience Practitioner (APXP) course and the knowledge contained within more accessible to marginalized game developers.
Design, Production, GDC

Video: Creating Dr. Grordbort's Invaders for Magic Leap One  
by Staff [07.31.20]
In this 2019 VRDC talk Weta's James Everett discusses the process of creating the striking Dr. Grordbort's Invaders game for the Magic Leap One Creator Edition headset.
VR, Design, Production, Video, Vault

Video: How King's attempt to implement Pixar's brain trust model went wrong  
by Staff [07.30.20]
In this GDC 2018 talk King's Stephen Jarrett and Bob Woodburn explain how King tried to implement a similar system to Pixar's Brain Trust called the Product Champions -- and how it all went wrong.
Social/Online, Smartphone/Tablet, Production, Video, Vault

Blog: Has your game got 'juice'? (& more!)  
by Simon Carless [07.30.20]
A lot of this good feeling in game trailers and gameplay is related to polish, juice and game feel - so let's explore how it works for discoverability! (And more besides!)
Console/PC, Indie, Design, Production

Private Division signs publishing deals with Ori dev Moon Studios and others  
by Chris Kerr [07.30.20]
Take-Two Interactive's publishing label Private Division has signed three new publishing deals with developers Moon Studios, Roll7, and League of Geeks.
Production, Business/Marketing

Blog: Using emergent systems to improve interactive storytelling 10
by Gamasutra Community [07.29.20]
In this post I point out narratological limitations within games and suggest possible solutions, based on my research and my experimental project Fabula Persona.
Console/PC, Design, Production

Analysis: Xbox Demo Fest blasts off 1
by Simon Carless [07.27.20]
So the Xbox One’s pre-release demo event is currently running, and hopefully some of you have checked it out - here's a run-down and analysis (alongside other game discovery news.)
VR, Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: StarCraft II and the art of single-player storytelling 17
by Staff [07.27.20]
Writer Tom Cross parses out the complex blend of narrative and gameplay elements in StarCraft II for Gamasutra -- how are the characters and conversation related to the gameplay, and does it work well?
Console/PC, Production

Huuuge Games has acquired Bow Land developer Double Star  
by Chris Kerr [07.27.20]
Huuuge Games has acquired Finnish games studio Double Star for an undisclosed fee, according to GamesIndustry.biz.
Smartphone/Tablet, Production, Business/Marketing

Deep Dive: The powerful debugging features of Yacht Club Games' Shovel Knight 5
by Gamasutra Community [07.27.20]
Yacht Club Games' David D'Angelo dives deep into the development tools and tricks that rapidly bring their games from concept to reality.
Indie, Programming, Production

Blog: Stay at home development and family management  
by Gamasutra Community [07.24.20]
Randy Forsyth gives us his true family and parenting stories as a stay at home professional full time game developer.
Production

EA's strategy for remastering Command & Conquer 1
by Bryant Francis [07.24.20]
Learn some of the challenges Electronic Arts faced when remastering Command & Conquer.
Console/PC, Design, Production

Don't Miss: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [07.23.20]
Final Fantasy XIV: A Realm Reborn director Naoki Yoshida speaks candidly at GDC 2014 about how Square Enix stumbled when launching their second big MMORPG -- and how it found its footing.
Console/PC, Design, Production

A complete 'game discovery' primer: 12 links to increase your discoverability factor  
by Simon Carless [07.21.20]
I‚Äôve picked out around ten of the most ‚Äėuniversal‚Äô articles around how people find your game - thosethat will stand out in a few months (or maybe years!), and themed them for your pleasure.
Console/PC, Indie, Design, Production, Business/Marketing

Get practical tips on jumpstarting your creativity & career at GDC Summer  
by Staff [07.21.20]
Staying motivated and finishing projects is key to being successful, and at GDC Summer next month you'll get practical advice to help you do just that!
Console/PC, Indie, Production, GDC

Lovestruck dev Voltage defends conduct following writers strike  
by Chris Kerr [07.21.20]
Lovestruck developer Voltage has defended its conduct after its writing team went on strike over poor working conditions and unfair compensation.
Smartphone/Tablet, Production, Business/Marketing

Deaf accessibility in video games 2
by Gamasutra Community [07.21.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production