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Updates » Production
Blog: The complete guide to Unity and Git  
by Gamasutra Community [12.07.16]
Indie developer Tim Pettersen wants to teach you how to track and build Unity projects with Git & Git LFS.
Programming, Production

Best of 2016: The 4 years of self-imposed crunch that went into Stardew Valley 49
by Chris Baker [12.06.16]
In this 2016 gem, dev Eric Barone talks about the 4 years of 70-hour weeks that went into Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to."
Indie, Programming, Art, Design, Production

Video: Grappling with the dark side of game development  
by Staff [12.06.16]
As part of the GDC 2016 Independent Games Summit, game designer Joshua Boggs (Framed) gave an emotional talk about how his quest for validation and acclaim led him to sacrifice things he held dear.
Indie, Production, Video, Vault

Don't Miss: When big games launch badly: Breaking the 'vicious cycle' 26
by Staff [12.06.16]
A closer look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production

Valve, Oculus, Nvidia and others back Khronos' new VR standard 1
by Chris Kerr [12.06.16]
The Khronos Group has called for the virtual reality market's biggest players to unite to create a cross-vendor, royalty-free, open VR standard.†And some big names have already lent their support.
VR, Programming, Production, Business/Marketing

To promote tech education, Canada's Prime Minister made his own game 3
by Alex Wawro [12.05.16]
Canadian Prime Minister Justin Trudeau's Twitter account lit up today with a message all-too-familiar to many indie devs: Mr. Trudeau has†made a†video game, and he'd like everyone to play it.
Indie, Production

The Last Guardian's Ueda: 'Games became the place for me to express my art'  
by Alex Wawro [12.05.16]
With Team Ico's The Last Guardian out this week, director Fumito Ueda speaks to The New Yorker about his work and about how his background as an artist influences his approach to game dev.
Console/PC, Production

Kojima is using Guerrilla's Decima Engine to build Death Stranding  
by Chris Kerr [12.05.16]
Metal Gear creator Hideo Kojima will be using Guerrilla Games' Decima Engine as the foundation for his upcoming open-world action game, Death Stranding.†
Console/PC, Programming, Production, Business/Marketing

Video Game Deep Cuts: A Majestic Dishonored Easter Egg  
by Gamasutra Staff [12.05.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2, the making of Majestic & GTA V's Easter Eggs.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

The Last of Us co-director Bruce Straley stepping back for sequel  
by Chris Kerr [12.05.16]
The Last of Us co-director Neil Druckmann will be the sole lead†on the recently announced follow-up, The Last of Us†Part II.†
Console/PC, Production, Business/Marketing

Blog: Why indie devs should approach new game concepts like product managers 11
by Gamasutra Community [12.02.16]
How indie game developers can use product management principles to save time, money and help them to make games people love (and pay for!).
Production, Business/Marketing

Come out to GDC 2017 and get hard-won Early Access tips from a DayZ dev  
by Staff [12.02.16]
At GDC 2017, DayZ creative director Brian Hicks will go over†the top (and sometimes most painful) lessons learned from DayZ's transition through Early Access.
Indie, Production, Business/Marketing, GDC

Blizzard the big winner at The Game Awards 2016  
by Chris Kerr [12.02.16]
Blizzard cleaned up at this year's Game Awards, coming away with the Game of the Year, Best Game Direction, Best eSports Game, and Best Multiplayer awards for its work on Overwatch.†
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design, Production

Blog: Using the Game Project Canvas as a production cheat sheet  
by Gamasutra Community [12.02.16]
Starting a new project requires a lot of thinking to get all the pieces of the puzzle together. The Game Project Canvas is a cheat sheet for helping with that. Here's how it works.
Design, Production

Final Fantasy creator: 'I might not even think about making games' if starting now 1
by Alex Wawro [12.01.16]
"I might not even think about making games. It would look too intimidating," Sakaguchi told Glixel, speaking about the approachability of modern game dev.†"Itís not something I could make on my own."
Console/PC, Production

Blog: Diving Into multiple projects with different priorities  
by Gamasutra Community [12.01.16]
This blog post will be about project management, and about our move from a single project, linear-focused development to several projects that require more management and prioritizing in a new way.
Design, Production

Come to GDC 2017 and see how Crashlands achieved cross-platform success  
by Staff [11.30.16]
Through 5 games and 5M players, Butterscotch Shenanigans has faced trials of discoverability, monetization, and retention. Come hear the story for yourself at GDC 2017, and maybe avoid their mistakes!
Console/PC, Smartphone/Tablet, Production, GDC

Blog: Honey Rose post-mortem, and the rules of engagement 6
by Gamasutra Community [11.29.16]
Life-management sim Honey Rose was released on September 29th, 2016. But what's happened since then?
Design, Production, Business/Marketing

Blog: A Disastr_Blastr post-postmortem 3
by Gamasutra Community [11.29.16]
From the wasteland of Greenlight to the nirvana of Steam release -- a year in the life of an indie arcade shooter about a block that shoots blocks at other blocks in a world made of blocks.
Design, Production

Sponsored: How Telltale Games handles version control  
by Francisco Monteverde, CEO, Codice Software [11.28.16]
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
Programming, Production, Video, Sponsored Article