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February 28, 2017
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Updates » Production
A dev's guide to ensuring studio conflict is healthy and productive  
by Alex Wawro [02.27.17]
At GDC today, Finji CEO and cofounder Rebekah Saltsman shared some advice on cultivating "good" conflict during game dev and avoiding toxic conflict, based on years of experience running Finji.
Indie, Production, GDC

Blog: How to get better at fixing bugs 1
by Gamasutra Community [02.27.17]
In this article, I share my thoughts on how to think about bugs, how to get rid of them, and how to get better at it.
Programming, Production

Lessons learned from over 15 years of of teaching a VR/AR design course  
by Chris Baker [02.27.17]
At VRDC 2017, Jesse Schell discussed VR/AR innovations and insights derived from decades of teaching a class on building virtual worlds at Carnegie Mellon, showing clips from dozens of student projects.
VR, Art, Design, Production, VRDC, GDC

Game writers must be multi-disciplinary masters, says veteran panel  
by Simon Parkin [02.27.17]
As much as a talent for storytelling, any successful game writer must have a raft of supplementary skills, a panel of experienced writers said at GDC 2017 today.
Console/PC, Indie, Design, Production, GDC

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF

GDC 2017 Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.24.17]
Get a sneak preview of the 2017 Art Direction Bootcamp, hosted by GDC on Feb 27th. For a warmup, the speakers roundtabled some questions from Twitter and around the web.
Console/PC, Art, Production, GDC

Road to the IGF: Love Conquers All Games' Ladykiller in a Bind  
by Alex Wawro [02.24.17]
Gamasutra chats with Love Conquers All Games' founder and namesake Christine Love about how she crafted IGF Award-nominated Ladykiller in a Bind, and why we don't see more erotic rom-com games.
Indie, Design, Production, IGF

Blog: What should a great playtest smell like? 1
by Gamasutra Community [02.24.17]
Running a great playtest means considering playtesterís every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?
Production

BioShock developer Irrational Games rebrands as Ghost Story  
by Chris Kerr [02.24.17]
"Ghost Story was founded by twelve former Irrational Games developers and our mission is simple: to create immersive, story-driven games for people who love games that ask something of them."
Production, Business/Marketing

Blog: Building a scalable online game with Azure - Part 2  
by Gamasutra Community [02.24.17]
Previously, we started to create a small cloud backend with a single actor. In this post, we're going to add the web service that acts as an interface between the front and backend services.
Programming, Production

Vainglory dev releases toolkit geared toward community app creation  
by Alissa McAloon [02.23.17]
Super Evil Megacorp, the developer behind the mobile MOBA Vainglory, has partnered with MadGlory to release both a developer API and online toolkit geared at community-created Vainglory tools.
Social/Online, Smartphone/Tablet, Programming, Production

Game dev contractor Virtuos acquires Black Shamrock Studios  
by Chris Kerr [02.23.17]
"By tapping into English-speaking European talent directly, this will accelerate Virtuosí expansion of our advanced design and content creation capabilities, which our clients are demanding."
Production, Business/Marketing

Blog: The Greenlight chronicles for Heart. Papers. Border. 2
by Gamasutra Community [02.23.17]
An in-depth analysis and breakdown of the Steam Greenlight campaign behind indie strategy title, Heart. Papers. Border..
Console/PC, Production, Business/Marketing

Blog: VR game development problems, and how we fixed them  
by Gamasutra Community [02.23.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
VR, Design, Production

Blog: How to fill your days as full time indie 8
by Gamasutra Community [02.23.17]
The first in a series of blogs showing the process behind game development from a 13-year full-time indie dev, covering everything from keeping dedicated to the work to running your own business.
Production, Business/Marketing

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video

Lumberyard 1.8 introduces toolset to simplify cloud-based features  
by Alissa McAloon [02.22.17]
The 1.8 beta update hit Amazonís Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Console/PC, Programming, Production

Don't Miss: The game developer's toolbox (for students) 6
by Gamasutra Community [02.22.17]
In this 2016 blog post, Anna Jenelius runs through some useful game development basics that both fledgling and veteran game developers should keep in mind if they avoid potentially progress-killing pitfalls.
Indie, Design, Production