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May 27, 2016
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May 27, 2016
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Updates » Production
Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in†making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

VR has launched, so what now? Developers weigh in 2
by Bryant Francis [05.26.16]
VR's been available to the public for a little over 2 months now. We check in with a few developers for a status update on the burgeoning industry.
VR, Production, Business/Marketing

Don't Miss: No Consoles For Old Men - Ageism in the game industry 85
by Gamasutra Community [05.26.16]
In this timeless blog, veteran dev David Mullich write how, after a long career encompassing many highly-regarded games, "no game studio or publisher seemed willing even to give me a phone interview."
Console/PC, Indie, Production, Business/Marketing

Blog: Uncover your hit game idea faster (or, the importance of moving on) 2
by Gamasutra Community [05.26.16]
As indie devs, itís not a lack of creativity that prevents us from realizing our dreams: itís a lack of time.
Indie, Design, Production

Funcom in the black after fresh $6.3 million investment  
by Chris Kerr [05.26.16]
"It is no secret that the company has had a strained financial situation in recent years that made it challenging to fully realize our new strategy and get back on the right track."
Production, Business/Marketing

Blog: How to identify the scope of your game 1
by Gamasutra Community [05.26.16]
Committing to making a product is a big decision you should base on analysis instead of gut-feeling. This is how I did it!
Design, Production

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, 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

Come out to GDC Europe and learn how to revive your aging F2P game  
by Staff [05.25.16]
At GDC Europe, longtime Wooga lead Sophie Vo will show you how to take an old dog of a mobile free-to-play game, teach it some great new tricks and give it a fresh lease on life.
Smartphone/Tablet, Production, GDC Europe

Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Smartphone/Tablet, Programming, Art, Production, Business/Marketing

Better productivity through game design: Ubisoft shares tips at GDC Europe  
by Staff [05.24.16]
Come to GDC Europe and learn how Ubisoft applies game design principles to improve its production tools and processes on games like Far Cry and Assassin's Creed.
Console/PC, Production, GDC Europe

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developerís process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Get a job: Loot Crate is hiring a Game Producer  
by Staff [05.23.16]
Loot Crate, the Los Angeles-based company that ships monthly boxes of tchotchkes to subscribers, is now looking to hire a game producer to assist it in its nascent game development efforts.
Smartphone/Tablet, Production, Recruitment

A crash-course in game dev: Growing up at Terminal Reality 2
by Gamasutra Community [05.23.16]
"My three years working there in Dallas, TX were some of the most formative with regard to constructing a philosophy around what it means to be a Game Developer. To that end, I'll highlight some key tenets I've incorporated into my work."
Console/PC, Production

Don't Miss: Charting the (re)birth of the hero shooter genre 15
by Alex Wawro [05.23.16]
Why are we suddenly seeing a slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production, Business/Marketing

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

A year of sales data for premium-priced roguelike Cogmind 3
by Gamasutra Community [05.20.16]
"As is common with most (successful) indie games, community efforts play a large role in that success. At least a third of my time is spent writing blog posts, posting development updates, and on the forums interacting with players."
Console/PC, Production, Business/Marketing

Don't Miss: Our 30th anniversary retrospective of Gradius 12
by Kurt Kulata [05.20.16]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 31 years ago this month, and in this classic feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its life.
Console/PC, Programming, Design, Production

Blog: Stealing from the movies 3
by Gamasutra Community [05.20.16]
"This article aims to encourage us all to learn from the mistakes that movies made along with their development as an industry."
Console/PC, Design, Production, Business/Marketing

Early Access coming to Android via Google Play 1
by Christian Nutt [05.19.16]
A new section called Google Play Early Access, which will include a "hand-picked group of promising open betas that havenít gone to production yet" is coming to Android phones.
Smartphone/Tablet, Production, Business/Marketing

How a triple-A developer takes global player feedback 1
by Christian Nutt [05.19.16]
An alpha of Team Ninja's new game, Ni-Oh, was free-to-download on PS4. Now, the developer has revealed exactly what kind of change it's making based on feedback.
Console/PC, Design, Production, Business/Marketing