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September 24, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Production
The Sinclair ZX Vega+ is finally being shipped to Indiegogo backers  
by Emma Kidwell [07.31.18]
A version of the Sinclair ZX Vega+ console dubbed the 'Blankety Blank' has started to ship to backers, but it seems they aren't impressed with the product.
Console/PC, Production, Business/Marketing

SimCity 2000 remake removed by EA for using copyrighted assets 12
by Emma Kidwell [07.31.18]
Electronic Arts filed a DMCA takedown request against the fan-created version of Sim City 2000, titled OpenSC2K, after pointing out the developer behind the remake used stolen art assets.
Console/PC, Production

How we built King of Dragon Pass successor Six Ages for iOS 4
by Gamasutra Community [07.31.18]
A postmortem about creating Six Ages: Ride Like the Wind -- the spiritual successor to the cult classic King of Dragon Pass -- as a tiny indie studio.
Smartphone/Tablet, Design, Production

Video: How to maintain productivity as a solo developer  
by Staff [07.30.18]
In this GDC 2018 talk, developer Jason Rohrer presents the techniques he's used over the past 12 years, working alone, in order to ship 18 games.
Indie, Design, Production, Video

Portal 2 writer Jay Pinkerton has rejoined Valve 1
by Chris Kerr [07.30.18]
The veteran scribe exited the studio in June last year, rounding off a spate of high-profile departures that included Half-Life writer Marc Laidlaw and Left 4 Dead wordsmith Erik Wolpaw. 
Production

Video Game Deep Cuts: Slay The Totally Accurate Spire  
by Gamasutra Staff [07.29.18]
This week's highlights include juicy math(s) in Slay The Spire, the creation of Totally Accurate Battlegrounds, and loads more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch the CEO of Rival Games explain Thief of Thieves' unique episodic structure  
by Bryant Francis [07.27.18]
We talked to the CEO of Thief of Thieves developer Rival Games to learn more about making (and releasing) the stylish comic book adaptation.
Console/PC, Design, Production, Video

How a Gears of War dev built the chill Shape of the World on the side 4
by Samuel Horti [07.27.18]
“In VFX, maybe I’ll be developing the blood," says The Coalition dev Stu Maxwell. "In Shape of the World, I’ve had to do everything...it’s been really educational having that breadth of discipline.”
Indie, Design, Production

Weekly Jobs Roundup: Disbelief, Roblox, and more are hiring now!  
by Staff [07.26.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Production, Recruitment

See a rocket scientist apply learnings from the space program to AR dev at XRDC!  
by Staff [07.26.18]
Game dev & former rocket scientist Jim Toepel will show you how failure-mitigation techniques of the aerospace industry can be applied to individual AR products and the industry as a whole at XRDC!
VR, Production, Business/Marketing

Dead Cells dev hopes to challenge exploitation with equal pay model 2
by Chris Kerr [07.26.18]
"If a project finds success, people are basically paid more in bonuses, and everyone is paid the absolute same way."
Production, Business/Marketing

Stoic reflects on the ups and downs of building the Banner Saga  
by Carli Velocci [07.26.18]
The devs at Stoic Studio share what they've learned in the many years they've worked to produce the Banner Saga games, the third of which debuts this week.
Indie, Design, Production

Apple promotes iPhone gaming performance with new ad  
by Emma Kidwell [07.25.18]
Apple releases new ad for the iPhone X showing off the A11 Bionic chip, which is being marketed toward mobile game players.
Smartphone/Tablet, Production, Video

Blog: Being a solo indie in a post-Steam Greenlight world 30
by Gamasutra Community [07.25.18]
Moving into the "Post-Steam Greenlight" era where do solo indie developers go? Are they a dying breed destined to fade away into the ocean of games that Steam has become?
Production, Business/Marketing

Don't Miss: Learning to love procedural art while making No Man's Sky 2
by Staff [07.24.18]
As the big 'Next' update for No Man's Sky makes its debut, take a look back at this GDC 2015 talk from Hello Games' Grant Duncan on how creating procedurally generated worlds affected the dev process.
Console/PC, Indie, Art, Production

Blog: Thoughts on textual procedural generation and narration 3
by Gamasutra Community [07.24.18]
After reviewing basic techniques for narrative writing in games and less basic ones, such as the use of AI, we propose the idea of a narrative and lore design emerging from the actions of the players.
Programming, Design, Production

Blind Mind Studios releases source code for Star Ruler 2  
by Chris Kerr [07.24.18]
With the studio having been inactive for the past few years, Blind Mind decided to open source the title to allow anyone interest to see how its engine works and start tinkering.
Console/PC, Programming, Production, Business/Marketing

Video: How to get your game noticed in 2018 2
by Staff [07.23.18]
In this GDC 2018 session, No More Robots' Mike Rose discusses what currently works (and what doesn't) when attempting to sell a game in 2018.
Indie, Production, Business/Marketing, Video

Blog: How to construct a card game 3
by Gamasutra Community [07.23.18]
In this article Nick Kinstler explains what a card file is, and provides an outline of the card game development process.
Programming, Design, Production

Video Game Deep Cuts: Go, Go, No Man's Pokemon  
by Gamasutra Staff [07.22.18]
This week's longform game writing/video highlights include a report on the latest Pokemon Go Fest, the return of Sean Murray & No Man's Sky, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing