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February 23, 2019
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Updates » 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

Berlin museum opens exhibition exploring the queer history of games  
by Chris Kerr [01.09.19]
The major exhibition will encompass over 30 years of media history, and will spotlight playable titles, concept art, fan-made mods, and documents from notable online communities.
Design, Production

Blog: The importance of spatiality in game design 1
by Gamasutra Community [01.09.19]
A strong focus on spatiality can lead to a large variety of interesting situations, incentivize intuitive decision-making and foster depth and emergence.
Design, Production

Conan Exiles dev Funcom acquires majority stake in Zona Paradoxal  
by Chris Kerr [01.09.19]
Funcom has purchased a 50.1 percent majority stake in Portuguese work-for-hire studio Zona Paradoxal for an undisclosed fee.
Production, Business/Marketing

Blog: Squeaky Wheel's 2018 Year in Review  
by Gamasutra Community [01.08.19]
I reflect on Squeaky Wheel's 2018, opining on conventions, keeping up motivation, and how the Steam algorithm changes affected us.
Design, Production, Business/Marketing

Blog: Side hustling advice from full time game devs  
by Gamasutra Community [01.08.19]
Su and Peter became business partners over four years ago and their company, Ugo3D, now has a potential valuation of $200 million dollars. Here's how they reached that point.
Production, Business/Marketing

Paradox acquires Prison Architect franchise from Introversion  
by Chris Kerr [01.08.19]
Paradox will acquire all the rights and assets to the prison building and management sim, and will take ownership of the franchise on all current and future platforms. 
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: What I learned designing Sausage Sports Club 1
by Gamasutra Community [01.08.19]
Here are some of the lessons I learned while designing Sausage Sports Club, including a few deep dives into specific features.
Design, Production

Don't Miss: Design lessons learned from a decade at Nintendo's EAD 2
by Staff [01.07.19]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing

GDC 2019 to host a Classic Game Postmortem of Lemmings!  
by Staff [01.07.19]
One of the creators of the original Lemmings is coming to GDC 2019 in March to present a unique look at the making of this classic game! 
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: Welcome To 2019, Already  
by Gamasutra Staff [01.06.19]
This week's highlights include a detailed look at what 2019 may bring in terms of business trends & games - as well as a whole host of other leftover 2018 highlights, daily 'meditations' on games, a Chinese indie megahit, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Red Dead Redemption 2 leads list of GDC 2019 Choice Awards nominees!  
by Staff [01.04.19]
Other games receiving multiple nominations include Sony Santa Monica's God of War, Insomniac's Marvel's Spider-Man, and Lucas Pope's innovative puzzle whodunnit game Return of the Obra Dinn!
VR, Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC