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October 13, 2015
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Updates » Production
A super-quick beginner's guide to the stand-up meeting 8
by Gamasutra Community [07.20.15]
"I think that the stand-up meeting can be useful for any team aiming to have a quick, focused, informal meeting where they discuss some matters that are not technical."
Console/PC, Smartphone/Tablet, Indie, Production

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Blog: The world-system of the game development biz 8
by Gamasutra Community [07.17.15]
"It's a new world for a new generation of developers. They've transitioned from Laborers of a product to Consumers of middleware solutions. They generalize in high-concept game development."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Watch Deus Ex devs recount its creation as they play it  
by Alex Wawro [07.16.15]
Deus Ex director Warren Spector, assistant director Chris Norden and lead writer Sheldon Pacotti sit down to play their seminal game for an hour and share stories of its development.
Console/PC, Design, Production, Video

How to do in-game dialogue subtitles right 4
by Gamasutra Community [07.16.15]
"Subtitles (speech) and captions (speech + important background sounds) are widely relied on by gamers, more than consumers of other types of media."
Console/PC, Smartphone/Tablet, Indie, Production

Dean Hall on his losing battle with the New Zealand government Exclusive 56
by Phill Cameron [07.16.15]
We talk to DayZ creator Dean Hall about his struggles to set up a studio in New Zealand, and the ensuing furor online when he Tweeted about his troubles.
Console/PC, Indie, Production, Business/Marketing, Exclusive

Alien: Isolation a big winner at Develop Awards, as Unity bags best engine  
by Christian Nutt [07.15.15]
The European game industry was recognized tonight at the Brighton, England-based conference; Development Legend went to Rare founders Tim and Chris Stamper, while Unity and others won, too.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The ups and downs of developing Goat Simulator 7
by Gamasutra Community [07.15.15]
In this classic feature, a Goat Simulator dev explains how "We’ve discarded a large part of game development practices...We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Reflecting on Iwata as a game dev, and Nintendo's boss 3
by Christian Nutt [07.15.15]
Christian Nutt looks back at the Nintendo exec's words and actions: "What always made Iwata stand out to me above other game company execs is that he started as a game developer."
Console/PC, Programming, Production, Business/Marketing

Ramping up to soft-launch as a mobile dev  
by Gamasutra Community [07.15.15]
"When we started, we knew that we had money to operate for about a year. We needed to start with something that can be produced from scratch into a full-fledged product within the timeframe of about 9 months."
Smartphone/Tablet, Production

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive 1
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Iwata recalls developing DS and disrupting the industry  
by Staff [07.14.15]
At GDC 2006, Nintendo's own Satoru Iwata speaks about how Nintendo found great success by designing its DS console and games for a diverse audience, including people who didn't typically play games.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Don't Miss: How to design effective co-op campaigns Exclusive 12
by Tim Keenan [07.14.15]
What does it take to implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue, discussing his own challenges and triumphs in this 2012 feature.
Console/PC, Indie, Design, Production, Exclusive

Developing Catlateral Damage, and making things for cats to break 6
by Gamasutra Community [07.14.15]
Crowdfunded and created after an "explosion of interest" in a simple 7DFPS demo, Catlateral Damage puts you behind the paws of a mischievous cat. Here, dev Chris Chung offers a postmortem.
Console/PC, Indie, Design, Production

Luckey defends Oculus' decision to fund Rift-exclusive game dev 10
by Alex Wawro [07.13.15]
The Oculus VR founder shed some more light on the company's approach to game development when he took to Reddit this weekend to answer concerns that Oculus is funding Rift-exclusive game development.
Console/PC, Production, Business/Marketing

Don't Miss: How Iwata and Miyamoto shaped the future of Nintendo Exclusive 2
by Osamu Inoue [07.13.15]
In this classic 2010 excerpt from Nintendo Magic, author and reporter Osamu Inoue explains how Satoru Iwata and Shigeru Miyamoto joined Nintendo and shaped the company's philosophy of game design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Video: Satoru Iwata's 'Heart Of A Gamer' keynote at GDC 2005  
by Staff [07.13.15]
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech.
Console/PC, Programming, Design, Production, Business/Marketing, Video, Vault

Creating an authentic pseudo-3D world: Asset placement in Oh, Deer! 5
by Gamasutra Community [07.13.15]
"We made a pseudo 3D game in 2015. It's called Oh, Deer! Alpha, and we didn't fake it. There are no polygonal roads with filters over them, no cheats, just six sprite atlases and a bunch of code."
Console/PC, Indie, Art, Production