Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Blog: How to build audio for VR games  
by Gamasutra Community [12.27.17]
What's the difference working with Virtual Reality compared to flat-screen games except for Binaural positioning? This article shares insights on creating audio for VR Games.
VR, Audio

Reminder: Submit your game to the Unity 3D Game Art Challenge at GDC 2018  
by Staff [12.27.17]
GDC and Unity have partnered to curate/host a 3D art contest for games using Unity, and the 12 winners will be showcased at GDC 2018! The deadline to enter is this Sunday, December 31st!
VR, Console/PC, Smartphone/Tablet, Indie, Art, GDC

Unreleased Destiny album Music of the Spheres appears online  
by Alissa McAloon [12.27.17]
Plans to release the album previously evaporated following the professional and legal fallout between Bungie and composer Marty O’Donnell.
Console/PC, Audio

Make like a tree and leave time at GDC 2018 for this talk on UE4 foliage rendering  
by Staff [12.27.17]
Branch out and try something yew at GDC 2018 by sitting in on a talk from Epic's Ryan Brucks that's all about "Realistic Foliage Imposter and Forest Rendering in UE4."
Console/PC, Art, GDC

Blog: Fixing Tokyo 42's problematic camera  
by Gamasutra Community [12.27.17]
I discuss how game developers should approach receiving feedback and solving problems, in the context of an attempt to address issues with Tokyo 42's camera
Programming, Design, Production

Learn how Street Fighter II designer Akira Nishitani modernized the franchise  
by Chris Kerr [12.27.17]
"Games at that time had a lot of things about them that were 'not properly made.' We started by investigating those things, then we began brainstorming about 'What feels good?'"
Design, Production

Blog: The painful art of cutting 1
by Gamasutra Community [12.27.17]
Writing game narrative is hard; cutting it is harder. But good, brutal editing is crucial to both managing your scope and delivering a tight story.
Design, Production

Report: Nintendo won't be rolling out 64GB Switch cartridges until 2019  
by Chris Kerr [12.27.17]
Nintendo won't be handing out larger 64GB Switch cartridges to external developers until at least 2019. 
Console/PC, Production

Blog: How to get a job in the (Dutch) games industry - Part 2  
by Gamasutra Community [12.27.17]
If you're looking for a job or internship in the Dutch game industry, there are several ways to increase your chances of success. In this article, Eline Muijres provides you with some tips and advice to help you on your way.
Business/Marketing

Star Wars: Battlefront 2 writer Mitch Dyer talks narrative design  
by John Harris [12.27.17]
No, we're not apologizing for that pun.
Console/PC, Design, Video

Blog: Trials of a self-taught indie dev 9
by Gamasutra Community [12.26.17]
I’ll try to describe what it’s like to be a self-taught indie developer without a hit. And, well, it's not the kind of story you see in Indie Game: The Movie or documentaries or from the GDC scene.
Design, Production

Blog: How to get a job in the (Dutch) games industry - Part 1 1
by Gamasutra Community [12.26.17]
If you're looking for a job or internship in the Dutch game industry, there are several ways to increase your chances of success. In this article, Eline Muijres provides you with some tips and advice to help you on your way.
Business/Marketing

Learn to better critique game projects at GDC 2018!  
by Staff [12.26.17]
As part of the GDC 2018 Educators Summit, Carnegie Mellon's Jessica Hammer and Broken Rules' Martin Pichlmair will explain how you can more effectively critique games and game projects. 
Console/PC, Indie, GDC

Blog: Remastering Full Throttle and curating a classic 1
by Gamasutra Community [12.26.17]
Striking the balance in the production of a remaster is tricky business, and you can easily please as many fans as you disappoint. Here's how we handled the pressure when remastering Full Throttle.
Design, Production

Video Game Deep Cuts: That HQ Donut County Trivia  
by Gamasutra Staff [12.24.17]
This installment of Video Game Deep Cuts includes a look at indie standout Donut County, the potential dystopia behind HQ Trivia, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Take a look at the early design notes that led to Rogue Legacy  
by Alissa McAloon [12.22.17]
"These aren’t your standard design notes," warns creative designer Teddy Lee. "Not only are they barely legible, but these are much, much lamer."
Indie, Design

Get a job: Bandai Namco Studios Vancouver is hiring a Lead Software Engineer  
by Staff [12.22.17]
Bandai Namco's Vancouver studio is looking for a Lead Software Engineer to design, build, test, and deploy game systems and contribute to an efficient and productive work environment.
Programming, Recruitment

Even if a game 'makes it', frugality is the best strategy, says Ultimate Chicken Horse dev  
by Alissa McAloon [12.22.17]
"We didn't immediately spend our cash on a fancy new penthouse office or immediately hire 15 people to start pumping out titles. We continued working the way we did before we had money."
Indie, Business/Marketing

Q&A: Resurrecting the past with Outcast: Second Contact's Franck Sauer  
by John Harris [12.22.17]
Here's a few key quotes from our recent conversation with Outcast: Second Contact lead developer Franck Sauer.
Console/PC, Video

Best of 2017: Making indie games is like being a musician. In the bad way 22
by Gamasutra Community [12.22.17]
The Indie Bubble happened. And then the Indie Glut. The indie games business has entered its final phase, which will last forever. What is it, and how can we survive in it?
Indie