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August 2, 2015
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Updates » Production
What Kickstarter taught me about game development: A mid-campaign report 11
by Gamasutra Community [05.11.15]
"Give equal importance to development, polish and marketing; Don't lose focus of the big picture. Small changes on your demo can have a big impact. Use marketing to improve development and vice versa."
Indie, Production, Business/Marketing

Work / Life / Work Balance: Making two games at once, and surviving Exclusive 15
by Alex Wawro [05.11.15]
Gamasutra speaks to developers who are working on multiple projects simultaneously to learn how and why they spend ten hours a day making a game -- and then come home and work on another game.
Console/PC, Indie, Design, Production, Exclusive

Blog: The final days of a game's development could be the hardest ones 2
by Gamasutra Community [05.11.15]
"Never underestimate the last stage of the development of a game: Whether is called promotion, polishing, testing or all of them they are necessary and they take time (a lot)."
Indie, Production

How to deal with making horrible games, gracefully 3
by Gamasutra Community [05.08.15]
"If youíre an indie dev, youíre going to make bad games. If youíre not making bad games or prototypes, then youíre playing it too safe."
Indie, Production

Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A little free-to-play experiment 14
by Gamasutra Community [05.08.15]
"Making a game a month and updating it every 4-6 months can work, but it's a bad idea. Users can almost invariably tell your intentions (make quick money) and call you out in the reviews."
Smartphone/Tablet, Production, Business/Marketing

Play it loud: What to expect from the return of Rock Band and Guitar Hero 2
by Bryant Francis [05.08.15]
What to expect as Activision and Harmonix get ready to put their respective bands back together -- in a very different age for both music and games than the last go-round.
Console/PC, Design, Production, Business/Marketing

Get a job: Be a Project Manager at Monolith Productions  
by Staff [05.07.15]
The house responsible for Middle-earth: Shadow of Mordor is looking to bring on an experienced project manager to help the Kirkland, WA-based team ship its next cross-platform AAA title.
Console/PC, Production, Recruitment

An in-game bug and feedback system for Unity 5
by Gamasutra Community [05.07.15]
"What we needed was an easy way for testers to report bugs, which didnít interrupt the game too much and was easy to use for the tester. We wrote a simple UI and send the data directly to JIRA."
Console/PC, Smartphone/Tablet, Indie, Production

Attend GDC Europe to see how top European indies make games  
by Staff [05.06.15]
German game devs will be at GDC Europe 2015 in August to share learnings from traveling and making games with indies across Europe, and how any game developer can release games on a weekly basis.
Console/PC, Social/Online, Indie, Serious, Design, Production, GDC Europe

Blog: Crunch crash 4
by Gamasutra Community [05.06.15]
"I took a 40 hour a week job and turned it into an 80 hour a week job... not really thinking about how my 40 hour a week job would have turned into an 80 hour a week job all on its own."
Console/PC, Production

We made a 'circle pong' game too, before Rotable. Here's what's going on 4
by Gamasutra Community [05.06.15]
"I want to explain how three developers -- ourselves, the guy from Rotable and the guy who made Pongo Pongo -- made three similar games without talking or seeing what the others did."
Smartphone/Tablet, Design, Production, Business/Marketing

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 11
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Virtual game dev: How I learned to love remote workers 5
by Gamasutra Community [05.05.15]
A look at what makes remote working work, and tips on making it work better -- from an experienced dev who worked remotely for a major studio.
Console/PC, Smartphone/Tablet, Production

Start testing, already! 2
by Gamasutra Community [05.05.15]
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Console/PC, Indie, Production

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production