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Blog: A data-driven look at the rising cost of game dev 8
by Gamasutra Community [01.19.18]
"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Video: Producers should be making more to-do lists  
by Emma Kidwell [01.18.18]
In this 2015 GDC Session, Oculus' Bernard Yee offers advice for producers who manage a team and project's to-do list, why they are important and how to be effective on a daily basis.
Video

PlayStation's VP of dev relations Florian Hunzicker departs Sony  
by Emma Kidwell [01.18.18]
Sony Interactive Entertainment announced that head of third-party developer relations Floarian Hunziker has parted ways with the company.
Business/Marketing

How crunch is more than a labor issue in the video game industry  
by Emma Kidwell [01.18.18]
A piece by Game Informer features interviews from various people working in the game industry, discussing a massive labor problem that has been plaguing developers for years: crunch. 
Business/Marketing

New Oculus Start program aims to provide support for new VR devs  
by Emma Kidwell [01.18.18]
Oculus announced today the launch of Oculus Start, a developer program aimed at providing funding, access to hardware/software, and support to help jumpstart qualifying devs who are new to VR.
Indie, Design

Get a job: Jam City is hiring a Platform Engineer  
by Staff [01.18.18]
Jam City is looking for software engineers to work on the platform side of its future games.
Programming, Recruitment

Activision CEO Eric Hirshberg to step down in March  
by Alissa McAloon [01.18.18]
Eric Hirshberg is stepping down from his position as CEO of Activision after nearly 8 years with the company. Though his departure was announced today, he will remain with the company until March.
Business/Marketing

Don't Miss: A look at the tabletop RPG that inspired Darkest Dungeon  
by Staff [01.18.18]
Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D&D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving.
Indie, Design

How Shooty Skies dev Mighty Games aims to do serious games right  
by Katherine Cross [01.18.18]
Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues.
Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

Nintendo hardware sold a combined 2.6M units in December alone  
by Alissa McAloon [01.18.18]
While the Switch added another 1.5 million to its lifetime sold, Nintendo says December 2017 marked the best sales month for the Nintendo 3DS since 2014.
Console/PC

Blog: How does headphone tech impact virtual reality?  
by Gamasutra Community [01.18.18]
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products.
VR, Audio

GDC 2018 welcomes back the Shut Up & Sit Down board game lounge!  
by Staff [01.18.18]
The exhibit, curated by the minds behind board game enthusiast hub Shut Up & Sit Down, will offer GDC 2018 attendees a space to relax and play some of the best card and board games in recent memory.
Social/Online, GDC

Learn to build better, more accessible games for PC and VR at GDC 2018  
by Staff [01.18.18]
Funomena chief Robin Hunicke will take the stage at GDC 2018 to share tips on making games for both PC and VR, based on Funomena's own experience shipping Luna on both VR and non-VR platforms,
VR, Console/PC, Indie, Design, GDC

Blog: Player relationship types in Hades' Star  
by Gamasutra Community [01.18.18]
Very often in social games, the same feature can result in significantly different player experiences. In this post we present some examples from our own game.
Design, Production

Factor 5 reflects on the dev decisions that doomed Lair  
by Chris Kerr [01.18.18]
How did a title backed by Sony, and developed over three years to the tune of $25 million, wind up so disjointed? The Factor 5 team have told their side of the story.
Console/PC, Production

Blog: Can hardware and software revenue reach $235B by 2022?  
by Gamasutra Community [01.18.18]
Games software and hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Let's take a look at those numbers in more detail.
Business/Marketing

Mythic founder's new MMO game studio nets $7.5M in funding 1
by Emma Kidwell [01.18.18]
Developers of the MMO Camelot Unchained City State Entertainment announced today that it has secured a $7.5 million minority investment.
Business/Marketing

Minecraft chief Matt Booty taking charge of Xbox game dev and publishing  
by Chris Kerr [01.18.18]
Minecraft team leader Matt Booty has been named as the new head of Microsoft Studios, and will fill the gap left by the recently promoted Phil Spencer. 
Console/PC, Production, Business/Marketing

Blog: Rendering sprites onscreen using Phaser on iOS  
by Gamasutra Community [01.18.18]
I wanted to share my experience of discovery as I attempted to get sprites rendering onscreen using Phaser on iOS.
Production, Business/Marketing

Inside the Harebrained task of reviving Battletech  
by Bryant Francis [01.18.18]
Battletech game director Mike McCain of Harebrained Schemes sits down to discuss the digital revival of Battletech and its broader implications for strategy game design.
Console/PC, Design, Video