Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 12, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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


Features » Production
Building a Great Team: Communication 6
by Marc Mencher [09.17.08]
When you've hired a great game development team, how do you get them to work together efficiently? Game HR veteran Mencher has a plethora of pointers in this in-depth Gamasutra article.
Business/Marketing, Production

An Examination of Outsourcing Part 2: The Contractor Angle 15
by Array [09.08.08]
Recently, Gamasutra spoke with developers and publishers to find out the requirements and advantages for outsourcing -- but this time we take another look at the story, from the perspectives of the outsourcing companies themselves.
Business/Marketing, Production, Art

Building Believable Worlds: Yannis Mallat On Production At Ubisoft 12
by Christian Nutt [08.18.08]
With Ubisoft Montreal now housing 2000 employees, Gamasutra sits down with CEO Yannis Mallat to discuss managing the unique studio and its breadth of development, from Far Cry 2 through My Weight Loss Coach.
Design, Production, Interview, North America

Top 10 Pitfalls Using Scrum Methodology for Video Game Development 21
by Paul Miller [07.15.08]
Industry veteran Miller looks at the leading Agile methodology for game development, suggesting the ten top pitfalls - and ways to overcome them - for those using Scrum to manage a video game project.
Business/Marketing, Production

Producers Of The Roundtable: Structuring Your Team 6
by Juuso Hietalahti [07.04.08]
Gamasutra's latest 'Producers Of The Round Table' discussion looks at team structure, with producers from Gas Powered Games, Stainless, Red Storm and Freeverse analyzing how game teams are constructed to function smoothly.
Business/Marketing, Programming, Production, Art, Interview

Not Everyone Feels The Crunch 8
by Array [07.03.08]
Following Gamasutra's recent, much discussed article on 'quality of life', we follow up with EA_Spouse colleagues and other industry execs with a clear message - crunch doesn't have to happen.
Business/Marketing, Production

Implementing Training: The Secret Of Winning The Development War  
by John Nash [07.02.08]
How can game developers best organize formal ongoing staff training? Blitz Games (Sneak King) art director Nash discusses how the UK developer went about it in this in-depth Gamasutra feature.
Business/Marketing, Programming, Production

Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development 19
by Bliksem Tobey [05.29.08]
NY-based developer Large Animal (Rocketbowl, Snapshot Adventures) switched to the Scrum method of agile development last year, 'sprinting' to complete individual game elements - here's just how it went.
Design, Programming, Production

Women in Games: The Gamasutra 20 55
by Bonnie Ruberg [05.21.08]
The video game industry is often described as male-dominated, but many women do hold extremely important roles - in today's feature, Gamasutra presents its list of the 20 most vital women working in games today.
Business/Marketing, Production, Interview, PC, Console/PC, North America

Postmortem: Ironclad/Stardock's Sins of a Solar Empire 4
by blair fraser, Brad Wardell [04.28.08]
The Ironclad-developed, Stardock-published PC RTS title Sins Of A Solar Empire has been the surprise 'hardcore' PC game hit of the year so far - and Gamasutra has an in-depth postmortem into its creation.
Business/Marketing, Design, Postmortem, Production, PC, North America