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Updates » Art
Oral history of Rez recounts a marriage of game and music  
by Simon Parkin [03.17.16]
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
VR, Console/PC, Art, Audio, Design, Production, GDC

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made 3
by Alex Wawro [03.16.16]
ďIím Steve Golson, and youíre all here to hear about Ms. Pac-Man,Ē he said, by way of opening a postmortem of his work on the arcade classic at GDC. Here are some choice highlights of the crazy tale.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A guide to good quality mobile game animations  
by Gamasutra Community [03.16.16]
"The first animations were aimed to be made as realistic as possible, made from exact references. In the end, however, it was noticed that the references work more as a starting point and a founding idea."
Smartphone/Tablet, Art

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC

GDC Highlights: VR demand, strange lives, and indie design tips  
by Bryant Francis [03.14.16]
On Day 1 of GDC, we break down some of the biggest highlights and lesson learned at the annual developer conference.
VR, Console/PC, Indie, Serious, Programming, Art, Design, Production, GDC

Alt.CTRL.GDC showcase: Little Book  
by Chris Baker [03.14.16]
"This VR game places you back in your childhood, when you were trying to read under your duvet with a flashlight. As you progress through the pages, you will be plunged into a frightening world!"
Indie, Art, Design, Production, Video, GDC

Women in VR talk business and diversity in a burgeoning tech industry  
by Simon Parkin [03.14.16]
Sports and education are two of the key areas in which both individuals and companies can become successful in virtual reality today, ahead of the impending launch of the major headsets later this year.
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Making the most out of the first-person perspective 2
by Gamasutra Community [03.14.16]
"With a bit of creativity and TLC, the designer can effectively flesh out the first-person perspective and turn it into a tool that adds a touch of humanity, value and personality to the player character while still preserving the immersion factor."
Console/PC, Art, Audio, Design

Jakub Dvorsky on creating the richly detailed world of Samorost 3  
by Chris Baker [03.14.16]
Amanita Design founder Jakub Dvorskż talks about the design of the unique game world in the studio's upcoming release Samorost 3 was created.
Art, Design, Production

GDC 2016: The organizers' lecture recommendations for press  
by Simon Carless [03.11.16]
For the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at GDC next week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Our game won an award for best mobile art. Here's our process  
by Gamasutra Community [03.11.16]
"No matter what your poly count is, the trick after choosing your art style is to stick with it and stay consistent."
Smartphone/Tablet, Art

Game Developers Conference 2016: Reasons to be cheerful  
by Gamasutra Community [03.10.16]
So, itís 2016 already, and the 30th edition of Game Developers Conference is rolling towards us pleasantly, imposingly, but inexorably. Here's some tips for interesting happenings at the event...
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Generating gladiators 2
by Gamasutra Community [03.09.16]
"I set out making a system that would instead generate characters on my behalf from a set of models that had the same topology so that they could morph into each-other and consequently be mixed in any variation."
Indie, Programming, Art

Don't Miss: The design of Action Henk's jump physics 2
by Roel Ezendam [03.08.16]
Ragesquid's speedrun-optimized platformer is out today on PS4. Don't miss this fascinating deep dive by game coder Roel Ezendam, which lays out the development of the game's jump physics.
Art, Design, Production

Reminder: GDC 2016 online registration closes tomorrow!  
by Staff [03.08.16]
With just over a day left until online registration for GDC 2016 ends Wednesday, March 9th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Classic Postmortem: Surreal Software's The Suffering  
by Richard Rouse III [03.08.16]
Surreal Software's psychological horror game debuted on this day in 2004. In this in-depth postmortem from Game Developer magazine, designer Richard Rouse III takes us through the development process.
Art, Design, Production

30 standout reasons to attend the 30th edition of GDC next week  
by Staff [03.08.16]
The 30th edition of GDC kicks off next week,†and organizers are eager to let you know about all the great sessions, bootcamps, roundtables, interactive spaces and cool events at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC