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June 23, 2017
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Updates » Production
Final Fantasy XIV devs recall the issues that led to the game's ill-fated debut  
by Alissa McAloon [06.23.17]
Noclip spoke with a number of Square Enix developers to pinpoint some of the development issues that contributed to troubled first version of the online game.
Social/Online, Programming, Production, Video

Why Microsoft says devs shouldn't write off the Xbox One X  
by Chris Kerr [06.23.17]
"From the get-go we knew that we wanted devs to be able to take the existing engines that they were working on on Xbox One and get those engines up and running in 4K."
Production, Business/Marketing

Improving a game on the Xbox One X helps boost its One S performance, says Xbox exec  
by Alissa McAloon [06.22.17]
Microsoft's Albert Penello addresses concerns that developing Xbox One games with both the Xbox One X and Xbox One S in mind could result in one console variant holding the other back.
Console/PC, Production

How Naughty Dog broke Sony's hardware rules to create Crash Bandicoot  
by Alissa McAloon [06.22.17]
'They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.'
Console/PC, Programming, Art, Design, Production

New GameMaker Studio 2 license options will give devs more choice 4
by Chris Kerr [06.22.17]
YoYo Games is looking to give developers more ways to get their hands on its GameMaker Studio 2 game engine by adding more licensing options.
Console/PC, Smartphone/Tablet, Programming, Production

The development-side benefits of creating an E3 demo  
by Alissa McAloon [06.21.17]
Days Gone creative director John Garvin notes that creating the E3 demo was more than just marketing; it helped the team determine how well certain systems worked in the game.
Console/PC, Production

Environment art isn't about 'making pretty things'...so, what's it about? 5
by Jason Hickey [06.21.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Console/PC, Indie, Art, Production

Blog: The importance of choice, consequence, and planning in game design 4
by Gamasutra Community [06.20.17]
This article goes over why it is so important for choices to matter in a game and how it all has to do with planning.
Production, Business/Marketing

Video: How to get the best performance out of voice actors  
by Staff [06.19.17]
At GDC 2014, expert DB Cooper shares advice gleaned from years as a voice actor & director -- including playful techniques for developing characters and tricks to help keep your voice actor on track.
Console/PC, Production, Video, Vault

Video Game Deep Cuts: Those Hidden Coin-Operated E3 Boys  
by Gamasutra Staff [06.18.17]
This week's longform article highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Understanding the successful relaunch of Final Fantasy XIV  
by Staff [06.16.17]
In this 2014 GDC talk, Final Fantasy XIV: A Realm Reborn director Naoki Yoshida offers a behind the scenes look at the creation, struggle, and eventual relaunch of the second major Final Fantasy MMORPG.
Console/PC, Social/Online, Design, Production

Xenoblade Chronicles X director explores the importance of localization changes 2
by Alissa McAloon [06.16.17]
'As a developer, I do feel like it'd be ideal to be able to adjust the content so that it's culturally acceptable, whether it's in the US or in the EU,' explains Takahashi.
Console/PC, Production

Blog: Tips for choosing game testers  
by Gamasutra Community [06.16.17]
An overview on choosing participants for focus groups, betas, and usability tests. From defining requirements to screening potential participants.
Production

Q&A: Making sense of the Xbox One X - an interview with Mike Ybarra 1
by Kris Graft [06.16.17]
Mike Ybarra, Microsoft's corporate VP for Xbox and the Windows game platform, talked to Gamasutra about developing for (and porting to) the upgraded Xbox One X, as well as future plans for Windows 10.
Console/PC, Design, Production, Business/Marketing, E3

Here's an illustrated walkthrough of how Hidden Folks was made  
by Alex Wawro [06.15.17]
It's a cute visual walkthrough of the devs' process, which evidently involves illustrator Sylvain Tegroeg drawing a ton of cartoonish objects and figures on paper, then scanning them using a cheap scanner.
Indie, Art, Production

Watch the original devs share tales of Crash Bandicoot's creation  
by Alissa McAloon [06.15.17]
Key members of the original dev team sat down at E3 this to dive into the origins of Crash Bandicoot and ended up unearthing some interesting tidbits about the game's development in the process.
Console/PC, Production, Video, E3

Don't Miss: How devs deal with 4 problem areas in VR game design 2
by Staff [06.14.17]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
VR, Console/PC, Indie, Art, Design, Production

Blog: 13 steps for turning your game idea into reality  
by Gamasutra Community [06.14.17]
Indies rarely talk about workflow. Yet how does one go from an idea to a clear actionable task someone can code/drawn/etc? Based on a decade of experience, we share our steps and the tools involved.
Production

7 examples of accessibility design that developers should study 4
by Rich Moss [06.14.17]
The more accessible a game is, the larger its potential audience and the happier its players.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Implementing unit testing in mobile games 2
by Gamasutra Community [06.13.17]
During my 11 years working at a triple-A studio, I never wrote a single unit test. When I joined a network security company, I discovered unit testing and decided to try it in my own mobile projects.
Smartphone/Tablet, Production