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February 28, 2017
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Updates » Production
Developing A Cat's Manor in Saudi Arabia for a Western Audience  
by Lena LeRay [01.03.17]
"This a game built from the ground up for the western market. Arabic games that are successful in Saudi Arabia are tightly grouped around football, racing, card games, and online strategy."
Console/PC, Indie, Design, Production, Video

Video Game Deep Cuts: New Year, Frog Fractions... 4?  
by Gamasutra Staff [01.01.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, twins near-final 'best of 2016' articles with a Frog Fractions 2 expose or two.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

At GDC 2017 you'll see how an FPS studio came to make Horizon: Zero Dawn  
by Staff [12.30.16]
Guerrilla Games' Dan Sumaili and Sander Van der Steen will be presenting a talk that deconstructs how the studio transitioned from linear tactical first person shooters to a vibrant open world RPG
Console/PC, Production, GDC

Star Citizen dev drops CryEngine in favor of Lumberyard 3
by Alissa McAloon [12.27.16]
Cloud Imperium Games has announced that it will be developing both Star Citizen and Squadron 42 using Amazon’s Lumberyard game engine going forward.
Console/PC, Production

Blog: Starting Golden Moose Studios and creating a story-driven prototype  
by Gamasutra Community [12.27.16]
What is it like to start an indie game studio and create a story-driven prototype? Find out with Golden Moose Studios' blog post!
Production, Business/Marketing

Recently shuttered Crytek studio reborn as Black Sea Games 1
by Chris Kerr [12.27.16]
Crytek's recently shuttered Sofia studio has been re-established as Black Sea Games by a group of former Crytek devs.
Console/PC, Production, Business/Marketing

Pixelmage Games shuts shop, cancels debut game Hero's Song 1
by Chris Kerr [12.27.16]
Pixelmage Games has shut up shop and canceled its debut game, Hero's Song, after the Early Access title struggled to find an audience.
Console/PC, Production, Business/Marketing

See Deus Ex: Mankind Divided's Breach mode deconstructed at GDC 2017 1
by Staff [12.26.16]
Heads up, game makers: 2017 Game Developers Conference organizers are happy to announce that Eidos Montreal will be backing a neat talk at the show about Deus Ex: Mankind Divided's unique Breach mode.
Console/PC, Social/Online, Design, Production, GDC

Blog: Publishers will soon need indies more than indies need publishers 2
by Gamasutra Community [12.26.16]
I feel, nowadays publishers need indies more than indies need publishers. And here we go, Gamasutra puts it as a trend of the year. Here, I explain why.
Production, Business/Marketing

Video Game Deep Cuts: Bye Wii U, Hi 2017!  
by Gamasutra Staff [12.26.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, says goodbye to the Wii U & rounds up a whole host of 'Best of 2016' pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Best of 2016: Wonder Boy: The Dragon's Trap - Reverse-engineering a 1989 original 14
by Gamasutra Community [12.22.16]
This popular post shows how remaking the '89 game Wonder Boy III: The Dragon's Trap wasn't just about nostalgia, but an exercise in developing a game that's faithful and respectful to the original.
Console/PC, Programming, Production

Watch a Valve engineer explain the making of the Lighthouse VR tracking system 2
by Alex Wawro [12.22.16]
"I actually invented the Lighthouse tracking technology quite early," said Valve's Alan Yates in a recent presentation. "I was very worried it would be almost impossible to implement, so I sat on it."
VR, Programming, Design, Production, Video

Video: How Naughty Dog did the motion capture for The Last Of Us  
by Staff [12.22.16]
At GDC 2015, Naughty Dog's Blake Shelton takes the stage to deliver a great talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline.
Console/PC, Production, Video, Vault

Blog: Understanding the world of AB split testing 2
by Gamasutra Community [12.22.16]
Here's what happened when an old school game designer encountered the world of AB Split Testing
Design, Production

Step back into the light: A game dev's year-end reflection 2
by Gamasutra Community [12.22.16]
Being a developer is different now versus ten or even five years ago. Between angry mobs and bitter colleagues, it's easy to lose yourself to anger. It's time for us to step back into the light.

Best of 2016: No Man's Sky, day-one patches, and the outdated idea of 'going gold' 20
by Staff [12.21.16]
Vlambeer's Rami Ismail wants to talk about day one patches -- and no, this isn't just about No Man's Sky.
Console/PC, Social/Online, Production

Blog: An African game development story 6
by Gamasutra Community [12.21.16]
Thirteen years of game design against everything. I explain how my team and I turned an amateur game into a professional action-RPG.
Design, Production

Gamasutra's Best of 2016: Top 10 Games of the Year 5
by Gamasutra Staff [12.21.16]
Here are staffers' picks of the games that will remain in our memories as having defined the year for technical sophistication, storytelling, innovation, and pure intangible experience value.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production

Video: Moving past your failures in game development  
by Staff [12.20.16]
At GDC 2016 experienced game devs Chaim Gingold, Joe Mirabello and Paul Kilduff-Taylor spoke candidly about failures, getting through their struggles and learning from the experience.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: How TowerFall found magic in depth, simplicity, and community 3
by Staff [12.20.16]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production