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September 1, 2015
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September 1, 2015
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Updates » Production
Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video

Ninjas are helping me do my job  
by Gamasutra Community [09.01.15]
"My schedule is 99% full most days. Iím constantly in meetings to approve features or game content, and itís becoming clear that Iím not spending enough time with my own team."
Console/PC, Production

Looking back at Disastr_Blastr's dev: Two years as a solo indie 1
by Gamasutra Community [09.01.15]
"Here you have it -- all the best thoughts and observations I could scrape together from 2+ years of solo indie development. I hope some of you out there find this useful."
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Classic Postmortem: Deadly Premonition Exclusive 2
by SWERY et al. [08.31.15]
The open world survival horror comedy game Deadly Premonition turns five this month. We celebrate by reprinting an exhaustive Game Developer magazine postmortem of this cult classic.
Console/PC, Programming, Art, Design, Production, Exclusive, GD Mag

Funding for smaller developers: Tips from the Game Career Guide 3
by Brandon Sheffield [08.28.15]
In this article from the 2015 annual Game Career Guide, Brandon Sheffield of Necrosoft Games offers tips on incremental funding strategies for smaller developers.
Indie, Production, Business/Marketing

Valve and HTC's Vive VR commercial launch delayed 1
by Chris Kerr [08.28.15]
Valve and HTC's Vive virtual reality headset won't be hitting shelves in 2015 as previously thought, with the duo revealing they will instead be shipping the device in Q1 2016.
Console/PC, Production, VR

Don't Miss: What Ubisoft learned from making Far Cry 2 15
by Chris Remo [08.27.15]
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development.
Console/PC, Design, Production, Business/Marketing

Don't Miss: How The Witcher taught CD Projekt Red about RPG design 15
by Tom Curtis [08.26.15]
In this classic interview, key staffers from CD Projekt RED reflect upon The Witcher series, noting what went right, wrong, and how the games have affected the studio's plans for the years ahead.
Console/PC, Design, Production

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Into the asylum: A postmortem of Human Head Studios' Lost Within  
by Chris Rhinehart, Ryan Jackson [08.26.15]
A detailed, candid postmortem of the mobile horror game -- from concept to crunch and everything in between, this article tells the story of what it took to build Weatherby Asylum.
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

How to prioritize features and user stories 5
by Gamasutra Community [08.25.15]
"A development team's time can be wasted if they select the wrong user stories or features for a sprint or a release. Here are some techniques to take the guesswork out of prioritization."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Crucial lessons from 7 game jam prototypes that went commercial 6
by Bryant Francis [08.25.15]
Game jams aren't just a way to try out new ideas and unclog your creativity--they can also result in viable commercial products! We looked for lessons in several jam titles that made it to market.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Rebuilding Gears of War to teach a new team what the series means  
by Christian Nutt [08.24.15]
How do you boot up a new triple-A studio -- and get a whole new team ready to create the latest sequel in a beloved franchise? Rod Fergusson explains how The Coalition is tackling Gears of War.
Console/PC, Production

Trine 3 backlash puts future of the franchise in doubt 6
by Chris Kerr [08.24.15]
Following unexpected amounts of negative feedback, Frozenbyte VP Joel Kinnunen has admitted that the future of the Trine series is "now in question."
Console/PC, Production

Sympathy for the dragon drives Kamiya's development of Scalebound  
by Alex Wawro [08.21.15]
Gamasutra chats with PlatinumGames' Hideki Kamiya to learn a bit more about what passions influence his design of Scalebound, and how his long career in the game industry has shaped its development.
Console/PC, Design, Production

How Digital Eclipse aims to preserve classic games for future generations 4
by Alex Wawro [08.21.15]
In a chat with USGamer, Other Ocean's Frank Cifaldi shares some of the technical challenges Digital Eclipse has faced in recompiling classic Mega Man games for its cross-platform Eclipse engine.
Console/PC, Production

Going from minimum viable product to game  
by Gamasutra Community [08.21.15]
"We've had a busy time getting the MVP version of our game done, which means that we're at an enticing spot. Now is the time to improve what we've got and build what we need."
Smartphone/Tablet, Production

How ChemCaper teaches kids chemistry, Final Fantasy-style 1
by Gamasutra Community [08.21.15]
"And contrary to popular belief, kids donít have anything against learning -- they just donít like to be bored while theyíre at it."
Smartphone/Tablet, Serious, Design, Production, Business/Marketing

Second Life dev hopes to democratize VR with new project 3
by Chris Kerr [08.21.15]
Second Life creator Linden Lab is hard at work creating its next virtual world, "Project Sansar" - a virtual reality platform that aims to "democratize VR as a creative medium".
Social/Online, Production, VR

Don't Miss: The all-or-nothing postmortem of Frozenbyte's Trine 9
by Staff [08.20.15]
"Trine had a lot riding on it. If it would not be successful...debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing