Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 14, 2016
arrowPress Releases
February 14, 2016
PR Newswire
View All

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

Updates » Production
Devs Answer: What objects would you want to interact with in VR?  
by Bryant Francis [02.12.16]
Devs respond to our Twitter question—what objects do you really want to interact with in VR? 
Design, Production

Blog: Lumberyard's 5 biggest challenges 2
by Gamasutra Community [02.12.16]
"I've been using AWS for years as a DevOps engineer. When the announcement was made, several people asked me what I thought, so I decided to write it down. In my mind, there are major hurdles that AWS will need to overcome."
Console/PC, Programming, Production

Postmortem: Joel McDonald's Prune 2
by Joel McDonald [02.12.16]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It’s a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Video

See Pokemon GO deconstructed at GDC's Smartphone & Tablet Games Summit  
by Staff [02.11.16]
With the 2016 Game Developers Conference right around the corner, organizers would like to highlight some of the great talks taking place at the conference's Smartphone & Tablet Games Summit!
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Blog: Game industry word problems 5
by Gamasutra Community [02.11.16]
"Take your time, crunch the numbers, and make sure you have the personal financial ability to weather a few years of little to no income. It generally takes companies somewhere between 3-5 years to break even."
Indie, Production

Google Cardboard VR gets native Unity support  
by Chris Kerr [02.11.16]
Native Unity support will be coming to Google's entry-level virtual reality product, Google Cardboard.
VR, Programming, Design, Production

Episodic triple-A will work, so expect more games to do it, says Hitman dev 1
by Christian Nutt [02.10.16]
Hans Seifert, head of Io Interactive: "Whenever we ship a game we think it's the best possible Hitman game we could have done. ... But, you know what? That's not always true."
Console/PC, Production, Business/Marketing

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't blame scrum 11
by Gamasutra Community [02.10.16]
"Do you remember that one time you were on a project and it failed? Were you using Scrum? That must be why it failed! Or maybe there were other reasons."
Console/PC, Smartphone/Tablet, Production

Building empathy through game design, from Valiant Hearts to Lost In Harmony  
by Alex Wawro [02.10.16]
Valiant Hearts directo-turned-Digixart cofounder Yoan Fanise shares lessons learned in the wake of launching his first indie game, and how developers can design games to inspire empathy in players.
Smartphone/Tablet, Indie, Design, Production

Leading PlayStation VR developer Dave Ranyard leaves Sony 1
by Chris Kerr [02.10.16]
One of Sony's leading virtual reality developers, Dr. Dave Ranyard, has left the company to pursue an independent career in the industry. 
VR, Production, Business/Marketing

Video: Watch Tim Schafer play Beyond Good & Evil alongside its designer, Michel Ancel 2
by Chris Kerr [02.09.16]
Beyond Good & Evil designer Michel Ancel sat down with Double Fine's Tim Schafer and Greg Rice to wax lyrical about the open-world adventure game 13 years after it made its PlayStation 2 debut.
Console/PC, Production, Video

Road to the IGF: Garbos, Kvale and Nyström's Progress to 100  
by Phill Cameron [02.09.16]
"I completely stopped looking at an iPhone as a touch screen device and started looking at it as a magic little box full of possibilities."
Smartphone/Tablet, Indie, Art, Design, Production, Video, IGF

Road to the IGF: Red Hook Studios' Darkest Dungeon  
by Kris Graft [02.08.16]
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon is a stronger game for having gone through it.'
Indie, Audio, Design, Production, Video, IGF

Final Fantasy Tactics designer's crowdfunded RPG, Unsung Story, put on hold 1
by Chris Kerr [02.08.16]
"For the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story is able to."
Indie, Production

5 production secrets from Sunless Sea and Fallen London's head writer 3
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Console/PC, Indie, Design, Production

The story behind Cut the Rope: Magic's creation, straight from the devs 1
by Gamasutra Community [02.05.16]
"It was quite a challenge to add a fresh note to the already many-sided Cut the Rope gameplay, while still preserving all the good things that have kept the series going for such a long time."
Smartphone/Tablet, Design, Production

Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire 4
by Blair Fraser and Brad Wardell [02.05.16]
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.
Console/PC, Indie, Design, Production, Business/Marketing

Former Eidos CEO Ian Livingstone to open new UK computer science academies 1
by Chris Kerr [02.05.16]
Games Workshop co-founder and former Eidos CEO, Ian Livingstone, is opening two free UK schools to help the next generation get to grips with computer science, technology, and the arts. 
Programming, Production

Don't Miss: How a pro fan-translated Nintendo's elusive Mother 3 5
by Simon Parkin [02.04.16]
Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin about his work translating the Nintendo classic, his day job in translation, and his localization heroes in this '08 interview.
Console/PC, Indie, Production