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August 14, 2020
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Updates » Production
Superplus Games nets $4.7 million to create casual PvP titles for mobile  
by Chris Kerr [04.16.20]
Finnish mobile studio Superplus Games has raised $4.7 million to create player-versus-player casual games.
Smartphone/Tablet, Production, Business/Marketing

A quick guide to international remote teams in game dev  
by Rowan McDonald-Nyland [04.16.20]
Gameloft game designer Rowan McDonald-Nyland shares lessons learned in working across time zones, as well as advice on addressing the challenges and opportunities of international game development.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Nordisk Film invests $4.5 million into Finnish mobile studio Nitro Games  
by Chris Kerr [04.15.20]
Nordisk Film has invested SEK 45 million ($4.5 million) into Finnish mobile studio Nitro Games to become the company's largest shareholder.
Smartphone/Tablet, Production, Business/Marketing

Blog: Composing the interactive music of SPYDER  
by Gamasutra Community [04.15.20]
In the first of a two-part series, game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER, which was developed by Sumo Digital for Apple Arcade.
Audio, Production

Cooking Mama license holder threatens legal action against Cookstar publisher  
by Chris Kerr [04.15.20]
Cooking Mama license owner Office Create Corp is preparing to take legal action against Cooking Mama: Cookstar publisher Planet Entertainment LLC for releasing the game without authorization. 
Console/PC, Production, Business/Marketing

Don't Miss: Firaxis Games' classic postmortem of XCOM: Enemy Unknown 4
by Staff [04.14.20]
After this week's surprise announcement of XCOM: Chimera Squad, reflect back on this classic postmortem of XCOM: Enemy Unknown, Firaxis Games' X-COM reimagining which launched a new franchise.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History

Blog: The making of Warcraft II 1
by David Craddock [04.14.20]
Fresh off of WarCraft, Blizzard Entertainment's developers sought to prove their success wasn't a fluke, and designed one of the most influential and critically acclaimed strategy titles of all time.
Console/PC, Programming, Art, Audio, Design, Production

Capcom implementing work-from-home policy until early May  
by Chris Kerr [04.14.20]
Monster Hunter and Resident Evil developer Capcom has implemented a remote working policy in Japan as a result of the COVID-19 pandemic.
Production, Business/Marketing

Video Game Deep Cuts: The Animal Crossing Minutes 1
by Gamasutra Staff [04.12.20]
The latest Video Game Deep Cuts roundup of the best writing & videos includes Disaster Report 4, Animal Crossing shenanigans, Mount & Blade II, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Deep Dive: The subtle art of building tension in Yes, Your Grace  
by Brave At Night [04.10.20]
Yes, Your Grace developer Brave At Night discusses what went into designing one of the most important, tense moments of the game with limited resources.
Console/PC, Programming, Design, Production, Business/Marketing

Video: A postmortem look at the making of A Short Hike  
by Staff [04.09.20]
In this 2020 GDC virtual talk game maker Adam Robinson-Yu talks about how he decided to put a major project on the back burner in favor of a new prototype, which ultimately became A Short Hike.
Indie, Design, Production, Video, Vault

Blog: Transitioning your team to remote work  
by Gamasutra Community [04.09.20]
Book excerpt from the newly published 'Remote Teamwork Tools' a collection of tools and practices to help distributed teams of remote workers communicate, collaborate, and execute effectively.
Production, Business/Marketing

Blog: A postmortem of my rope-swinging action title Hang Line  
by Gamasutra Community [04.08.20]
The story of how indie game Hang Line was created, from concept to launch. How I learnt new skills, cut corners, struggled with anxiety and ignored advice to find my own personal journey to success.
Design, Production

Blog: The impact of product managers on game design 1
by Gamasutra Community [04.08.20]
A look at how design in the games industry evolved after product managers were brought into the fold.
Design, Production

Irish studio Vela Games raises $3.1 million to create 'player first' co-op titles  
by Chris Kerr [04.08.20]
Irish developer Vela Games has raised $3.1 million to create multiplayer online co-operative games.
Production, Business/Marketing

Embracer Group raises $164 million to acquire more studios and publishers  
by Chris Kerr [04.08.20]
THQ Nordic parent company Embracer Group has raised $164 million through a directed new share issue.
Production, Business/Marketing

Blog: A/B tests for analyzing live ops  
by Gamasutra Community [04.07.20]
How to choose the right metric to run an A/B test. What options do you have while testing (just A and B or multiple variants). Important notes on preparing a sample for the test.
Design, Production

SteelSeries acquires game audio software developer A-Volute  
by Chris Kerr [04.07.20]
A-Volute is best known for creating a range of 3D sound processing solutions, and is the owner of immersive audio tool Nahimic.
Audio, Production, Business/Marketing

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.07.20]
How should you position your game demo on Steam? We look at a couple of options, as well as a whole bunch of other news around game discoverability - how people find and play your game.
Console/PC, Indie, Design, Production, Business/Marketing

Analgesic has open-sourced its 'Zelda-like' adventure game Anodyne  
by Chris Kerr [04.06.20]
The studio has uploaded the game's source code, art, level editor, and music to Github, and has implored fans to get creative.
Console/PC, Programming, Design, Production