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December 2, 2015
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December 2, 2015
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Updates » Production
So you wanna make video games, huh? 5
by Gamasutra Community [12.01.15]
"Lately, I notice that when people tell me that they want to work in video games, I feel a sense of panic on their behalf, like they’re telling me that they’re about to go and do something dangerous or negative."
Console/PC, Production, Recruitment

Creating augmented reality archery game, Shadow Shooter 3
by Lena LeRay [12.01.15]
Masasuke Yasumoto, a professor at the Kanagawa Institute of Technology, created a compelling AR archery experience that uses a real bow with a projector mounted to its front as a controller.
Indie, Production, Video

Come to GDC 2016 to get hard data on how crunch makes games worse 1
by Staff [12.01.15]
With GDC 2016 drawing closer, conference officials are pleased to announce details of two new talks on finding success in the game industry from longtime members Bob Bates and Paul Tozour.
Console/PC, Indie, Design, Production, GDC

Adobe bids farewell to Flash, announces Animate rebranding 4
by Chris Kerr [12.01.15]
Adobe has at long last confirmed the death of Flash, announcing plans to rebrand its ageing web animation software as Adobe Animate CC early next year.
Social/Online, Indie, Design, Production, Video

Video: Turning concepts into production art for Halo 2: Anniversary  
by Staff [11.30.15]
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary.
Console/PC, Art, Production, Video, Vault

Developer lessons from big Steam seller Big Pharma 1
by Gamasutra Community [11.30.15]
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Console/PC, Indie, Design, Production, Business/Marketing

Westwood co-founders recognized as Industry Icons at The Game Awards  
by Chris Kerr [11.30.15]
The Game Awards host Geoff Keighley has revealed that the recipients of this year's Industry Icon Award will be Westwood Studios co-founders Brett Sperry and Louis Castle.
Console/PC, Production

Weaving death and narrative together in This Book is a Dungeon  
by Joel Couture [11.30.15]
'A theme I settled on early in the project: kill players in horrible, awful, icky ways, but to make those death sequences as memorable as possible.'
Indie, Design, Production, Video

Why you should participate in game jams 3
by Gamasutra Community [11.27.15]
Lots of reasons, including: "Making prototypes, you will find a lot of tools and tricks that you can use on later prototypes or full games because you already tried them and know what they are best suited for."
Indie, Production

Don't Miss: 20 fun facts about hex grids 30
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Don't Miss: Avalanche's model for video game boat physics 14
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Blog: The fanatic and his RPG 2
by Gamasutra Community [11.26.15]
"In early 2004, a middle-aged man with the Fallout-derived moniker 'Vault Dweller' wrote a brief forum post that began, 'Long story short, I’ve decided to make a game...' By late 2015, he had posted some 30,000 more messages."
Indie, Design, Production, Business/Marketing

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Solo iOS dev by an AAA vet: Lessons learned along the way 4
by Gamasutra Community [11.26.15]
"Swing Racers is a 3D racing game on iOS where you pull your car around the house with a rubber band -- the idea came from a dream I had. Here’s a write-up on the things I’ll do differently on the next project."
Smartphone/Tablet, Design, Production, Business/Marketing

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Blog: What engine do you use? 12
by Gamasutra Community [11.25.15]
"In game development, we are the beautiful well-respected people who look good doing what we do, and inspire aspiring developers to invest in the same brands."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

How one Unity 5 port threatened a studio's entire future  
by Chris Kerr [11.25.15]
"Doing episodic development on a story-driven and graphics-heavy game with a team of ten people is a harrowing task. I wouldn’t recommend it to anyone."
Console/PC, Production

Testing your game? Test EVERYTHING else too!  
by Gamasutra Community [11.25.15]
"I already asked my testers for feedback, why not turn that into a dialogue? Heck, why not extend it further to other areas? Marketing and business development folks have been doing market testing for decade, after all."
Indie, Design, Production

Procedurally generating a narrative in Forest of Sleep 2
by Phill Cameron [11.24.15]
Ed Key and Nicolai Troshinsky of Twisted Tree Games are attempting to expand procedural generation into storytelling with their game Forest of Sleep.
Console/PC, Indie, Design, Production