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May 19, 2019
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Updates » Production
Marvel Strike Force first-year revenue topped $150 million  
by Chris Kerr [03.08.19]
"Our $150 million in gross revenue comes from people loving the game over time. It’s a fairly constant state, based on long-term relationships with our players. That's coming to fruition."
Smartphone/Tablet, Production, Business/Marketing

Translating Steam hit Kenshi's 300K words into 6 languages  
by Kris Graft [03.08.19]
Kenshi was a mammoth of a game to have translated, or at least it was for our miniature team of four people.
Indie, Production, Business/Marketing

Catch up on these insightful interviews with IGF 2019 finalists!  
by Staff [03.07.19]
To help you better understand the work that went into these remarkable games, the team at Gamasutra have once again published a series of snappy interviews with this year's IGF finalists!
Indie, Design, Production, GDC

Blog: The two philosophies of gameplay 3
by Gamasutra Community [03.07.19]
Gameplay may come in all forms and genres, but today, we're going to talk about how we can break it down into two philosophies that govern the player's experience.
Design, Production

Crunching the launch numbers behind cyberpunk management sim Spinnortality 5
by Gamasutra Community [03.07.19]
Is it still possible to break into the games industry as an unknown indie in 2019? James Patton shares the sales numbers for his indie success Spinnortality in the hopes of finding an answer.
Console/PC, Production, Business/Marketing

Sponsored Content
Tips on porting your indie game (and how we can help!)  
by Matthew Tighe, CTO and Founder; Steve Longhurst​, Technical Director, DO games [03.06.19]
Indies can handle porting by themselves, but there's significant investment required - likely several months per platform. DO games' tech leads offer tips on porting, and explore whether a dev partner is right for your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Blog: Move or Die and its four year journey to the PS4 2
by Gamasutra Community [03.06.19]
From "flashy" beginnings to the development swamp and finally launching a console game, this is the story of how Move or Die was made.
Programming, Design, Production

Devil May Cry 5 deluxe edition will let players experience the game like a low-budget movie 1
by Chris Kerr [03.05.19]
It's an interesting feature that should let players see how key scenes took shape and evolved during development, while also letting them pretend they're watching a low-budget Devil May Cry movie.
Console/PC, Production, Video

Blog: Historians discuss Far Cry 2  
by Gamasutra Community [03.04.19]
Historians Bob Whitaker and Charlie Thomas discuss Far Cry 2. Topics include the game's setting, postcolonial wars in Africa, Cold War ideologies, the African environment, and more.
Production

Video Game Deep Cuts: Ape Out To Those Lost Toejam Histories 1
by Gamasutra Staff [03.03.19]
This week's highlights include pieces on Ape Out & the Toejam & Earl reboot, plus the history of the 'game over' screen, the effects of Brexit on the UK game biz, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

There's confusion around an unofficial adaptation of One Hour One Life, says dev 2
by Emma Kidwell [03.01.19]
Jason Rohrer, the dev behind One Hour One Life, published a blog post earlier today detailing a confusing situation surrounding an unofficial mobile adaptation newly released in China.
Indie, Production, Business/Marketing

Designing friendly robot settlement sim The Colonists to be deep, yet inviting  
by Jupiter Hadley [03.01.19]
The Colonists dev Richard Wallis opens up about the challenges involved with building a cute robot colony sim, the trick to designing a clear, concise UI, and the importance of map editors.
Console/PC, Indie, Design, Production

Sony PlayLink developer Wish Studios has shut down  
by Chris Kerr [02.28.19]
"Our ethos was to put the team and their creativity at the heart of everything we did; having to say goodbye to those people has been an unbelievably difficult thing to do."
Console/PC, Production, Business/Marketing

Get a Job: Cold Iron is hiring an experienced Producer  
by Staff [02.27.19]
Cold Iron is seeking an experienced Producer to join our world-class team on our next AAA title for consoles and PC!
Production, Recruitment

Blog: A postmortem of Robothorium 2
by Gamasutra Community [02.26.19]
After two years of development, we released our game Robothorium on Switch & PC. It's now to take a look at how the production went, how much it sold and what we can learn from all of this.
Indie, Design, Production

Half-Life 2 devs explore when developers should ignore playtester feedback  
by Alissa McAloon [02.26.19]
A reprinted 2005 interview explores the complicated process of playtesting and listening to feedback without losing the cinematic and narrative-focused impact of a game.
Console/PC, Production

Blog: Why 2018 was a landmark year for accessibility  
by Chris Kerr [02.26.19]
Last year, we saw advances in the inclusion of people with disabilities on a scale never before seen. Let's look at some of the best examples.
Design, Production

Get a job: Remedy Entertainment is looking for a Technical Producer  
by Staff [02.25.19]
Daily activities include planning, managing, documenting and tracking project schedules and workflows, managing trade-offs, and eliminating blockers. 
Production, Recruitment

Don't Miss: Saints Row: The Third and designing over the top  
by Staff [02.25.19]
Volition's Scott Phillips discusses the initial tonal and creative boundaries for Saint's Row: The Third and explains the processes used to iterate and improve on the game.
Console/PC, Design, Production

Microsoft unveils HoloLens 2, promises greater mixed reality immersion 3
by Chris Kerr [02.25.19]
Microsoft has announced the latest iteration of its mixed reality headset, Hololens 2.
Production, Video