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July 21, 2017
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Updates » Production

Don't Miss: Rethinking adventure games to create empathy 6
by Staff [07.18.17]
"We set out to create an adventure game that had the soul of a '90s LucasArts title but felt a more contemporary. So, we ended up making a point and click, just without the pointing and clicking."
Console/PC, Design, Production

Splash Damage and Wargaming partner up for multiplayer projects 1
by Chris Kerr [07.18.17]
UK studio†Splash Damage has agreed a†deal to†develop†new multiplayer titles with World of Tanks creator, Wargaming.†
Production, Business/Marketing

Elite's David Braben: 'I would say no game is ever finished' 3
by Alex Wawro [07.17.17]
"People have described so many games as unfinished," veteran game dev and Frontier Developments chief David Braben tells Glixel. "But what they mean is 'You could do more.'"
Console/PC, Social/Online, Production

Get a job: Disruptor Beam is hiring a Sr. QA Engineer  
by Staff [07.17.17]
Disruptor Beam is looking for a Sr. QA Engineer to take responsibility for testing its platform services, data pipelines, and more as a member of its team in Framingham, MA.
Smartphone/Tablet, Production, Recruitment

Blog: VR comfort and optimization in Sublevel Zero Redux  
by Gamasutra Community [07.17.17]
In bringing Sublevel Zero Redux to VR, we've had to overcome serious design and technical challenges. We dive into some of the solutions we've implemented to create a great VR experience.
VR, Design, Production

Blog: Tips for creating a successful Kickstarter - Part 1 4
by Gamasutra Community [07.17.17]
This is part one of three articles that go into detail about preparing and running a Kickstarter campaign for your video game.
Production, Business/Marketing

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017,†devs†Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue†share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

How Final Fantasy XII benefited from giving localizers an unusual amount of freedom  
by Alissa McAloon [07.14.17]
Veteran localizer Alexander O. Smith recalls how parts of the iconic world of Final Fantasy XII came as a result of the amount creative freedom Square Enix granted its localization staff.
Console/PC, Production

Video: How Halo 4 achieved high-quality assets without sacrificing performance  
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn.†
Programming, Art, Audio, Design, Production

For Cyberpunk 2077, asking the right questions is key for staying true to source material  
by Alissa McAloon [07.12.17]
After a number of game studios have tried and failed to strike a deal for his Cyberpunk tabletop series, Mike Pondsmith is adamant that CD Projekt Redís adaptation stays faithful.
Console/PC, Design, Production

Don't Miss: Team Meat's postmortem look at the development of Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [07.12.17]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the retro revitalization.
Console/PC, Indie, Design, Production

Blog: Looking at the coding style guide behind Awesomenauts 8
by Gamasutra Community [07.12.17]
Reading code from your team members is easier if all code adheres to the same formatting and naming conventions. That's why we have a rather strict coding style guide at Ronimo. Here, let me explain.
Programming, Production

Unity 2017.1 launch marks the start of new engine cycle  
by Chris Kerr [07.12.17]
The release marks the beginning of the Unity 2017 cycle, and is packed with a slew of features sure to make the lives of Unity devs that little bit easier.

Tired of coding jumping from scratch, dev debuts new 2D Unity game engine Exclusive 1
by Alex Wawro [07.11.17]
"In my career, Iíve probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie, Production, Exclusive, Video

Blog: Personal tips for creating horror games 3
by Gamasutra Community [07.11.17]
As a horror game developer, I have got some theories about how to create a game that scares people. They worked for my games, I'll share them! Examples from my games are given.
Design, Production

What developers are saying about the design of Nintendo's Arms 1
by Joel Couture [07.11.17]
Developers are buzzing about Nintendo's unique fighting game for Switch. We gathered impressions from ten devs about Arms's gameplay, controls, aesthetic, unlocks, multiplayer, and more.
Console/PC, Art, Design, Production

Former Qube 2 devs partner to create new studio, Advect Productions  
by Alissa McAloon [07.10.17]
Two of the developers behind Qube 2 have come together to create Advect Productions, a hybrid studio focused both on developing narrative-driven games and supporting other indie game makers.
Indie, Production