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September 21, 2019
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Investors sink $4 million into instant game developer Knock Knock  
by Chris Kerr [08.29.19]
Knock Knock, a fledgling startup that's creating mobile chat games playable in messaging apps, has secured $4 million in Series A funding.
Production, Business/Marketing

Mobile studio Cerberus Interactive nets $1.75 million in funding  
by Chris Kerr [08.29.19]
Austin-based mobile studio Cerberus Interactive has secured $1.75 million in funding to further develop its 'marketing-first' approach to game design.
Smartphone/Tablet, Production, Business/Marketing

A dev's guide to sustainably supporting live games without crunching  
by Alex Wawro [08.29.19]
Producers, leaders, and devs from across the game industry share their experiences and lessons learned about how to avoid crunching and overworking when you're working on a living, evolving game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

New allegations of sexual assault surface against established game devs
by Kris Graft [08.28.19]
Update: Several more developers have come forward with abuse allegations against other prominent men in the game industry in the wake of yesterday's accusations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: The Walt Disney Company is hiring a Game Designer  
by Staff [08.28.19]
The Disney Games & Interactive Experiences Team is seeking a Game Designer, Creative Development for the Disney and Pixar games team.
Design, Recruitment

Night in the Woods devs cut ties with Alec Holowka after abuse allegations
by Alissa McAloon [08.28.19]
Update: The team has cut ties with Night in the Woods co-creator Alec Holowka following yesterday's allegations of abuse.
Indie

Watch Richard Rouse III discuss the design of The Church in the Darkness  
by Bryant Francis [08.28.19]
Veteran game designer Richard Rouse III dropped by the GDC Twitch channel to discuss the underlying design of The Church in the Darkness
Console/PC, Design, Video

Don't Miss: Creating the free-flowing text conversations in Mr. Robot:1.51exfiltrati0n 4
by Staff [08.28.19]
Adam Hines and Kevin Riach talk about creating the free-flowing real-time text conversations in Mr. Robot:1.51exfiltrati0n.
Smartphone/Tablet, Design

Chat with Church in the Darkness dev Richard Rouse III at 3PM EST  
by Bryant Francis [08.28.19]
Join the developer of cult infiltration simulator The Church in the Darkness for a chat about hte game's design and development at 3PM EST.
Console/PC, Design, Video

Blog: Second looks at snowballing  
by Gamasutra Community [08.28.19]
Why Not Games programmer and designer Nikhil Murthy takes a deeper look at snowballing in video games.
Design

Ubisoft exec claims Valve needs to modify Steam's 'unrealistic' business model 7
by Chris Kerr [08.28.19]
Ubisoft exec Chris Early has branded Steam's business model "unrealistic," and suggested the popular online marketplace needs to devise a more modern approach.
Console/PC, Production, Business/Marketing

Telltale Games, the studio behind The Walking Dead, has been reanimated 2
by Chris Kerr [08.28.19]
Telltale Games, known best as the label behind The Walking Dead episodic games, has been reborn (reanimated?) after LCG Entertainment purchased the defunct studio's key assets.
Production, Business/Marketing

Blog: Depiction of war in games - can you do better? 11
by Gamasutra Community [08.28.19]
Bohemia Interactive Simulations design director Andrew Barron discusses differences between war in games vs war in real life and in training simulations.
Design

20 years after Seaman, Saito reflects on creativity and making new, strange things 1
by Kris Graft [08.28.19]
Two decades after the release of virtual pet oddity Seaman, the game's designer Yoot Saito answered our questions about working on the Dreamcast and making new, weird things.
Console/PC, Design

Fumito Ueda on weaving empathy into victory in Shadow of the Colossus  
by Alissa McAloon [08.27.19]
Designer Fumito Ueda notes that he started to question the sense of accomplishment players would feel when taking down monsters during the development of Shadow of the Colossus.
Design

Get a job: Join the Heart Machine team as a Studio Manager  
by Staff [08.27.19]
Heart Machine is looking for a detail-oriented person who is incredibly organized, energetic, and quick to solve problems to join its team as a Studio Manager
Production, Recruitment

Video: The three phases of designing Episode's interactive fiction  
by Staff [08.27.19]
In this 2017 GDC talk, Pocket Gems' Michael Dawson explains how the Episode teams take a story idea and design it into a polished interactive mobile entertainment experience in three phases.
Smartphone/Tablet, Design, Video, Vault

Don't Miss: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [08.27.19]
Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming

Mixer streamers can now earn cash for recommending Xbox Game Pass  
by Alissa McAloon [08.27.19]
Microsoft-owned streaming platform Mixer is running a new promotion that incentives its streamers to recommend Xbox Game Pass subscriptions to their viewers.
Social/Online, Business/Marketing

Playtika acquires Best Fiends developer-publisher Seriously  
by Chris Kerr [08.27.19]
Israeli social and mobile game studio Playtika has acquired Finnish mobile publisher Seriously for a reported $275 million.
Smartphone/Tablet, Production, Business/Marketing