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May 26, 2015
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May 26, 2015
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Updates » Production
Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained 1
by Christian Nutt [05.26.15]
Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Console/PC, Indie, Production, Business/Marketing

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Console/PC, Indie, Production

Sunset: Not that seventies style 2
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Learning a lot, fast by jamming in VR  
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing

Tackling mental illness in game design: A Vanishing Point postmortem  
by Gamasutra Community [05.22.15]
A tough task: Representing mental illness with respect and relevance. "Vanishing Point lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
Console/PC, Indie, Production

Starting up a game business: Contemplating processes 4
by Gamasutra Community [05.22.15]
A blog about "the dangers of processes, what is important to consider about them and how to avoid pitfalls when using any given methodology."
Smartphone/Tablet, Production

Get a job: Monolith is hiring an experienced Project Manager  
by Staff [05.21.15]
The studio responsible for the award-winning Middle-earth: Shadow of Mordor are looking to hire a senior-level project manager to work alongside the team in Kirkland, Washington.
Console/PC, Production, Recruitment

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Core Labs Game Accelerator looking to mentor and fund indie devs  
by Christian Nutt [05.20.15]
Most accelerators aim at pure app startups or at casual, mobile studios -- but the Core Game Accelerator wants to give you money to make a "core" game.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: The first 8 months - going free-to-play 3
by Gamasutra Community [05.20.15]
Experienced console devs go indie, go mobile, make their dream game, get featured by Apple, and decide to go free-to-play. The stats and thoughts behind the journey and decision.
Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: Eight months of development in two minutes 2
by Gamasutra Community [05.20.15]
A video recap of the development of PlayStation Mobile indie game UFO Dad, along with one handy lesson from the playtesting the developers did.
Console/PC, Indie, Production

Video: John Carmack shares his vision for the future of mobile VR  
by Staff [05.19.15]
Speaking at GDC 2015, Oculus CTO John Carmack offers 90 minutes of actionable VR development advice, technical details, techniques and strategies you can use to amp up the quality of your VR games.
Smartphone/Tablet, Programming, Design, Production, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The tools and tech of All Things Die 6
by Gamasutra Community [05.18.15]
The tech I'm employing / integrating / whatever-ing for my next game, All Things Die, including: Voxelfarm, Popcorn FX, and trueSKY.
Programming, Production

Where in the world did blockbuster educational games go? 28
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing