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November 26, 2020
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Updates » Production
Video: Tips for jumpstarting creativity and finishing your games 1
by Staff [09.10.20]
In this 2020 GDC Summer session Tribe Games' Charles McGregor explains why setting a specific goal helped him go from finishing no game projects to finishing 8 in 2 years, and how you can do the same.
Indie, Production, Video, Vault

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 1  
by Chris Kerr [09.10.20]
In this unedited Q&A, Gareth Coker explains how he crafted the score to Ori and The Will of the Wisps. This is the first half of a rich two-parter filled with tales and tidbits from the game audio trenches.
Console/PC, Audio, Production

Video: Using project management to tame the chaos of game dev  
by Staff [09.09.20]
In this 2020 GDC Summer session consultant Clinton Keith explains how to deliver great games on schedule without breaking the bank, or the backs of your team.
Console/PC, Indie, Production, Video, Vault

Don't Miss: What was it like developing for the Dreamcast? 2
by Brandon Sheffield [09.09.20]
For the Dreamcast's birthday, we spoke to developers of games like Shenmue, Space Channel 5, Samba de Amigo, Sonic Adventure, and more, to celebrate the short life of this innovative console.
Console/PC, Programming, Art, Design, Production, Business/Marketing

No More Robots and Game Devs of Color Expo launch $75,000 grant program  
by Chris Kerr [09.09.20]
Descenders publisher No More Robots and the Game Devs of Color Expo (GDoC Expo) have joined forces to launch a $75,000 Grant Program. 
Production, Business/Marketing

Blog: A Neon Climber postmortem 1
by Gamasutra Community [09.09.20]
The Fear and Loathing of one no-budget mobile game production. How we failed and why.
Design, Production

Don't Miss: Deck13 Interactive's Lords of the Fallen postmortem 8
by Staff [09.08.20]
There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production

CI Games opens internal studio Hexworks to develop Lords of the Fallen 2  
by Chris Kerr [09.08.20]
Polish developer-publisher CI Games has opened a new studio called Hexworks to work on action-RPGs, starting with Lords of the Fallen 2.
Console/PC, Production, Business/Marketing

Don't Miss: Deaf accessibility in video games 2
by Morgan Baker [09.04.20]
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

Game Discoverability Now: Are the 'store wars' really upon us? 1
by Simon Carless [09.04.20]
Unfortunately for everyone hoping that royalty percentages for third-party game studios will improve, I'm not sure it's going to happen soon. Theories - and plenty of other game discovery news - within.
Console/PC, Indie, Design, Production, Business/Marketing

Wargaming UK rebrands as DPS Games to reflect global growth  
by Chris Kerr [09.03.20]
Wargaming UK has rebranded as DPS Games to reflect the studio's "distinctive" direction and international growth.
Production, Business/Marketing

Media Molecule co-founder Alex Evans is departing after 13 years  
by Chris Kerr [09.03.20]
Media Molecule co-founder Alex Evans is leaving the company after 13 years to pursue other ventures.
Console/PC, Production, Business/Marketing

In-depth: Crafting the score for Ori and the Will of the Wisps  
by Chris Kerr [09.02.20]
Ori and the Will of the Wisps composer Gareth Coker outlines how he created the score for the super sequel in this incredibly in-depth Q&A.
Console/PC, Audio, Production, Video

Don't Miss: A look at how different-sized studios approach the challenges of QA 3
by Staff [09.01.20]
We speak to experts from small, medium, and larger game companies to find out how they handle the oft-under-appreciated discipline of quality assurance.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Video: Making the designer-writer collaboration work in game dev  
by Staff [09.01.20]
In this 2020 GDC Summer session, writer Susan O'Connor breaks down best practices that any team can use to get writers and designers moving in the same direction.
Console/PC, Indie, Production, Video, Vault

We need to take Steam wishlist quality more seriously 2
by Simon Carless [09.01.20]
When you're in development on a game - whether you're a small indie dev or a larger publisher - how do you know whether it's going to do well or not? Steam wishlists help a lot - but how about wishlist quality?
Console/PC, Indie, Design, Production, Business/Marketing

Video: An inside look at the making of Hardspace: Shipbreaker  
by Staff [08.28.20]
In this 2020 GDC Summer talk Blackbird Interactive's Rory McGuire and Elliot Hudson walk through the studio's process of designing its unique derelict spaceship slice-'em-up Hardspace: Shipbreaker
Console/PC, Design, Production, Video, Vault

Don't Miss: Insomniac Games' Ratchet & Clank (2016) postmortem 3
by Staff [08.27.20]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Video: Robin Hunicke's Q&A about working together, apart, in dynamic times  
by Staff [08.27.20]
In this GDC Summer talk Funomena's Robin Hunicke discusses the ways that game dev has changed in a new world of remote work driven by a global pandemic and marked by different kinds of global unrest.
Console/PC, Social/Online, Production, Video, Vault

Game Discoverability Now: Do you want 100x your regular hourly game sales? (& more) 1
by Simon Carless [08.27.20]
How can you get to 100x hourly revenue for your Steam game? If you're West Of Loathing, a visibility round, a 'highest % off ever' sale, and then a Daily Deal will do it! Lots more inside...
Console/PC, Indie, Design, Production, Business/Marketing