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April 4, 2020
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Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Outer Wilds and Disco Elysium win big at BAFTA Games Awards 1
by Chris Kerr [04.03.20]
Indie darlings Outer Wilds and Disco Elysium were the big winners at the British Academy Games last night.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Smartphone/Tablet

Journey to the Savage Planet a reaction to a past life of AAA development  
by Aron Garst [04.03.20]
After life as creative director on huge Ubisoft games like Assassin's Creed III and Far Cry 4, Alex Hutchinson was ready to make games at his own small studio.
Design, Production, Indie, Video

Blog: What does games culturalization involve?  
by Gamasutra Community [04.03.20]
This article introduces the 'Three Levels of Culturalization' model to demonstrate why knowing your global players and their context is critical to the success of games studios.
Design, Production, Console/PC

Phil Spencer talks how Xbox teams are weathering remote work in the lead-up to Series X  
by Alissa McAloon [04.02.20]
Xbox head Phil Spencer talks about how Xbox teams are handling the sudden swap to entirely remote development.
Production, Console/PC

Unity launches 'Unite Now' digital series to help devs stay in the know during pandemic  
by Chris Kerr [04.02.20]
Unity has launched a new digital programming series of talks, how-tos, demos, Q&As, and stories under the 'Unite Now' banner to help developers learn more about its tech during the COVID-19 pandemic.
Business/Marketing, Design, Programming, Production, Art


Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Introducing Submarines into World of Warships: How to Balance Fun Gameplay Against Realism  
by Philip Molodkovets [04.03.20]
Adding a brand new class to a game 5 years after its release isn’t an easy task at all. As Executive Producer, id like to submerge developers and players into our experience of making submarines, and the hurdles we overcame.
Design, Production, Console/PC

Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More.  
by Mike Marrone [04.03.20]
Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More. The latest from the free weekly Unity3d/gamedev newsletter.
Design, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, VR

Localizing A Game Into French—Which Variant Should You Choose?  
by Damien Yoccoz [04.03.20]
The French spoken in France is quite different from the variant spoken in North America—Canadian French, or Québécois. Here is what you should know about both.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Best Practices Learned in Virtual Development in a Covid-19 World  
by Steve Stringer [04.03.20]
As game dev teams around the world figure out how to work remotely in a pandemic, I thought I would share a few best practices we've discovered in the past two weeks in the hope that it helps other teams out there.
Production

Would you work for free?  
by Andre Faure [04.02.20]
I have written an article about the value of time. I’m still having bad examples of industry professionals that not only do not respect other professional’s time, but, covered by a big brand, try to abuse smaller companies. Check this testimonial.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Visual Concepts — Agoura Hills, California, United States
[04.03.20]
Animation Engineer


Square Enix Co., Ltd. — Tokyo, Japan
[04.03.20]
Experienced Game Developer


Remedy Entertainment — Espoo, Finland
[03.30.20]
Lead Producer