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May 26, 2017
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Updates » Production
Video: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [05.25.17]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
Indie, Art, Design, Production, Video, Vault

Game developers recount their long loading screen struggles and solutions  
by Alissa McAloon [05.25.17]
Kotaku spoke with a number of developers about the technical and sometimes strange reasons longer-than-ideal loading screens show up in modern game releases.
Console/PC, Indie, Design, Production

Creativity vs. control: How Cuba's indie devs are finding their voice 1
by Chris Kerr [05.25.17]
"Government policies about games are complicated. The government thinks that all games have to teach all of the time. So the games in Cuba aren't as interesting as the ones you can find elsewhere."
Production, Business/Marketing

Cabin in the woods: Who's heading to this year's Stugan games accelerator?  
by Chris Kerr [05.25.17]
15 teams will be heading to the cabin in the woods this time around for a seven week, expenses-paid program that'll help them get to grips with key skills like game design, publishing, and marketing. 
Production, Business/Marketing, Video

What one indie dev learned from a summer project that took 8 years to finish 1
by Alex Wawro [05.24.17]
A new Waypoint feature sheds light on how Geneshift creator Ben Johnson's game was only supposed to take a summer, but became an eight-year odyssey that spans roughly 9,000 miles & at least two jobs.
Indie, Production

Blog: What I learned taking four games through Steam Greenlight  
by Gamasutra Community [05.24.17]
Greenlight is coming to an end, but it was a great chance for lots of developers to not only get a successful indie hit, but also to learn a lot about the art of "showing" a title.
Production

Unreal Engine 4.16 includes fully-featured Switch support
by Chris Kerr [05.24.17]
There's a new version of Unreal Engine landing today, and it comes with a smorgasbord of new features designed to make life easier for game devs.
Console/PC, Smartphone/Tablet, Production

Blog: A writer inside
by Gamasutra Community [05.24.17]
One person's journey from game developer, to blogger (on Gamasutra!), to published author.
Production, Business/Marketing

Postmortem: Muse Games' Guns of Icarus Alliance  
by Howard Taso & Matthew Hartman [05.24.17]
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance, we’ve made plenty of them."
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Blog: 9 things I learned making N.O.V.A.
by Gamasutra Community [05.23.17]
I believe in order to gain the clarity and perspective necessary to evolve, each of us needs to reexamine his work every few years. This article is the first in this effort, and treats one of my first big success.
Smartphone/Tablet, Design, Production

Video: Lessons learned making Ark: Survival Evolved in Early Access  
by Staff [05.22.17]
At GDC 2017, Studio Wildcard's Jeremy Stieglitz and Jesse Rapczak speak at length about Ark: Survival Evolved's dev strategy for Early Access on Steam, as well as Xbox and PlayStation 4.
Indie, Design, Production, Video, Vault

Valve's ownership of Dota 2 is set to be decided by a jury 13
by Alissa McAloon [05.22.17]
A jury is gearing up to settle a lawsuit involving Valve, Blizzard, uCool, and Lilith Games over the legality of games created in the Dota universe and Valve's ownership of the IP itself.
Console/PC, Production

How Alexis Kennedy is writing the next Dragon Age  
by Chris Kerr [05.22.17]
"One day will be breaking the story on the whiteboard wall for a proper scrawly arrows serial killer effect. Then it's one day creating a skeleton of the quest with placeholder text in the editor."
Production, Business/Marketing

Keyword expands art service line-up with $6M Strongbox purchase
by Chris Kerr [05.22.17]
Game service provider Keywords has been splashing the cash again, this time picking up art asset specialist Strongbox for $6 million. 
Art, Production, Business/Marketing

Why creating an internal wiki could do more harm than good 4
by Chris Kerr [05.22.17]
"I guess when the company gets bigger I'll have to establish wikis and make those kind of things. But you know it's very uninspiring to actually go and read a wiki."
Console/PC, Production, Video

Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: A game design deep dive into Rocket League's rocket jumps 8
by Dave Hagewood [05.19.17]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

How Kona's devs used the Canada Media Fund, and why they won't use it again 1
by Alissa McAloon [05.19.17]
What's it like to fund indie game development in Canada? For its game Kona, Parabole made use of one option Canadian game developers have at their disposal: the Canada Media Fund.
Console/PC, Indie, Production, Business/Marketing, Video

Chat with World to the West's lead designer today at 3PM EDT  
by Bryant Francis [05.19.17]
We're streaming World to the West and chatting with the game's lead designer today at 3PM EDT.
Console/PC, Design, Production, Video

How a single dev turned a side project into a successful sailing sim 1
by Alex Wawro [05.18.17]
Richard Knol once wrote software for golf courses. Now he's a full-time indie with a game on Steam (Sailaway), and in a chat today with Gamasutra he opens up about how (and why) he made the switch.
Indie, Design, Production, Video