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February 16, 2019
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Updates » Production
EA Vancouver's open-world Star Wars game has been canceled 3
by Chris Kerr [01.16.19]
The title was being built using some of the assets from Visceral's scrapped Star Wars project, which was handed over to EA Vancouver after the studio's closure in 2017. 
Console/PC, Production, Business/Marketing

Blog: A student game dev's experience at MAGFest 2019 1
by Gamasutra Community [01.16.19]
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest).
Design, Production, Business/Marketing

Hitman developer IO Interactive has opened a new studio in Malmo  
by Chris Kerr [01.16.19]
The Danish company said the decision to open IOI Malmo was a "natural choice" given the region already plays home to a strong game dev community. 
Console/PC, Production, Business/Marketing

Get a job: Mythical Games is after a Senior Producer  
by Staff [01.15.19]
Mythical Games is looking for a highly-organized Senior Producer with exceptional communication skills and proven game production experience.
Production, Recruitment

Blog: Designing a production process - An addendum  
by Gamasutra Community [01.15.19]
An addendum to my 'Designing a Production Process' series that describes how to further utilize your issue tracking database to support it.
Design, Production

Jurassic World Evolution and Planet Coaster have crossed 2 million sales 1
by Chris Kerr [01.15.19]
All three of Frontier Developments' self-published game franchises have hit new sales milestones, including Jurassic World Evolution and Planet Coaster.
Console/PC, Production, Business/Marketing

Why 2018 taught us more than any other year  (and how it can help you)  
by Staff [01.15.19]
Benjamin Rivers, one of the developers behind the game Home, discusses lessons learned in 2018 and how those takeaways can help other studios. 
Indie, Design, Production

Swing by GDC and learn about the making of Marvel's Spider-Man from top to bottom  
by Staff [01.14.19]
Learn to build better games from the folks behind Insomniac's hit Marvel's Spider-Man, who will be at GDC 2019 in March sharing behind-the-scenes info on everything from traversal to facial animation!
Console/PC, Art, Design, Production, GDC

Blog: What happens when your UI is the game? 5
by Gamasutra Community [01.14.19]
The sci-fi MMO Prosperous Universe is played entirely through a futuristic user interface. Read about our initial inspirations, the challenges we faced, and the solutions we came up with.
Design, Production

Video Game Deep Cuts: The Dusk Of The Bandersnatch Game Jam  
by Gamasutra Staff [01.13.19]
This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and 2018's best 'game jam' games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A deep dive into the 'old school' save system of Alien: Isolation 15
by Staff [01.11.19]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production

All the ways of doing a beta 3
by Staff [01.11.19]
Giving players access to the beta of a new game before it's released is a great way to get feedback and find bugs. With different ways to give players access to a beta, how do developers choose?
Console/PC, Production

Get a job: WWE is hiring an Interactive Games Manager  
by Staff [01.10.19]
WWE is looking for an experienced project manager with an understanding of free-to-play and mobile games to join its company as a Manager of Interactive Games.
Smartphone/Tablet, Production

Don't Miss: Honest tales from the trenches of AAA game writing 4
by Bryant Francis [01.10.19]
This 2015 feature shares stories from a panel of accomplished game writers, offering everything from basic advice on getting into games writing to anecdotes on the triumphs and struggles of making their biggest projects.
Production

GDC is the place to be if you want to sharpen your VR game dev skills!  
by Staff [01.10.19]
If you want to level up your skills and make better, more successful virtual reality experiences, this year's Game Developers Conference in San Francisco is where you want to be!
VR, Console/PC, Design, Production, GDC

Blog: A look at the virtual cities of Grim Fandango  
by Chris Kerr [01.10.19]
An excerpt from the forthcoming Virtual Cities atlas taking a closer look at Grim Fandango's Rubacava.
Console/PC, Design, Production

THQ Nordic has acquired the rights to Outcast 2
by Chris Kerr [01.10.19]
The action-action-adventure title was originally developed by Belgian studio Appeal, and was first released on PC back in 1999. 
Console/PC, Production, Business/Marketing

Unity changes terms of service to block SpatialOS projects 20
by Chris Kerr [01.10.19]
A change to the Unity terms of service means all existing SpatialOS titles, including production games and those still in development, are now in breach of the company's license terms.
Console/PC, Programming, Production, Business/Marketing

Blog: Direction tools for writing in-game dialogue  
by Gamasutra Community [01.10.19]
We present some concepts that might enrich your available toolset when writing and designing in-game dialogue, mostly inspired by comic design.
Design, Production

Enduring and recovering from the long development of At the Gates  
by Alissa McAloon [01.09.19]
"And while we often hear about stories of burnout, rarely are those made truly real for us. It’s always something at a distance, something impersonal," shares Jon Shafer in a deeply personal blog.
Indie, Production