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April 25, 2015
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April 25, 2015
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Updates » Production
Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Now that I run my studio, I understand the 'insanity' of my old bosses 3
by Gamasutra Community [04.23.15]
"Now that Iím a CEO and a business owner, the tables, of course, are turned. What I realize now is that business is not the smoothly running ship that we idealize it to be."
Console/PC, Indie, Production, Business/Marketing

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Console/PC, Indie, Production, Business/Marketing, GDC Europe

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Smartphone/Tablet, Indie, Production

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Console/PC, Indie, Design, Production, Business/Marketing

If you build it: Colossal Order on Cities: Skylines modding Exclusive 1
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Tears for spheres: Developing Grudgeball in the year everything changed  
by Gamasutra Community [04.20.15]
"This is the story of Grudgeball's development -- but more than that, itís the story of how it got trapped under the weight of the business risks our studio took during that time."
Smartphone/Tablet, Indie, Production, Business/Marketing

Unity, Unreal and Cocos2d get a bit cozier with Visual Studio 3
by Alex Wawro [04.17.15]
Microsoft has cut deals with Epic, Unity and Chukong Technologies to integrate its Visual Studio development toolset more tightly with their respective engines -- Unreal, Unity and Cocos2d.
Console/PC, Production

Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site IndieGames.com about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Console/PC, Indie, Art, Design, Production

In 1993, Mega Man X's team was crunching on the SNES hit 5
by Christian Nutt [04.16.15]
A new translation of an old story documents (in an exaggerated way) the working conditions at a prominent developer on a landmark game, and offers a slice of history we don't often get to see.
Console/PC, Production, History

The same V8 with half the weight: One dev's experience with DX12 Exclusive 2
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
Console/PC, Production, Exclusive

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

The problems with weak game industry ecosystems 3
by Gamasutra Community [04.15.15]
A laundry list of the challenges facing developers who operate in countries with weak game development ecosystems, written by a Turkish developer.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Advice from my decade-long journey in the indie game industry 6
by Gamasutra Community [04.15.15]
"Looking back on things, I couldíve learned a lot more about the games industry much quicker if I had just gotten a job at a studio or press website instead of creating my own jobs along the way."
Indie, Production, Business/Marketing

Adding debt to your daily Scrum 5
by Gamasutra Community [04.14.15]
"After being stung by it a few times... Iíve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: Gabe Newell and Erik Johnson on Dota 2 and Valve's way 18
by Christian Nutt [04.13.15]
As the company let Dota 2 into the wild, Gamasutra spoke to Valve boss Gabe Newell and project leader Erik Johnson about how the game was greenlit under Valve's auspices in this classic interview.
Console/PC, Design, Production, Business/Marketing