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February 14, 2016
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February 14, 2016
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Updates » Production
Get into the mix of Forza Motorsport 6's audio at GDC 2016  
by Staff [11.23.15]
GDC officials highlight a fresh pair of great GDC 2016 race day talks from Turn 10 Studios & Criterion devs about the tricks to making great racing games.
Console/PC, Audio, Production, GDC

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Steal that look: Skylanders dev shares rendering tips at GDC 2016  
by Staff [11.19.15]
As GDC 2016 draws nigh organizers announce two new graphics talks: one on mixed resolution rendering in Skylanders, the other on how to best use a super-limited color palette (think: black, white and red.)
Console/PC, Indie, Programming, Art, Production, GDC

Classic Postmortem: Tomb Raider: Underworld GDMag Exclusive 12
by Eric Lindstrom [11.18.15]
The eighth installment in the Lara Croft franchise was released seven years ago today. Here's Eric Lindstrom's in-depth postmortem from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Don't Miss: Designing the rocket jumping in Rocket League 7
by Dave Hagewood [11.18.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

A PC game for consoles: Remaking Divinity: Original Sin 1
by Kris Graft [11.18.15]
Larian Studios CEO Swen Vincke explains the challenges of bringing PC RPG Divinity: Original Sin to Xbox One and PlayStation 4, and has sound advice for studios looking to target the console market.
Console/PC, Production, Business/Marketing

Don't Miss: Designing the characters & combat of Valkyria Chronicles 4
by Brandon Sheffield [11.17.15]
The Sega duo behind critically acclaimed PS3 strategy title Valkyria Chronicles discuss gameplay evolution, the lessons of war, and Pixar's influence in this classic 2009 interview.
Console/PC, Art, Design, Production

Attend GDC 2016 and learn to avoid common game dev cognitive biases  
by Staff [11.17.15]
With GDC 2016 on the horizon, organizers are pleased to debut talks from game industry vet Don Daglow and Double Stallion cofounder Daniel Menard on how to make better F2P games while avoiding cognitive biases in your studio.
Console/PC, Design, Production, Business/Marketing, GDC

Blog: A game is worth 1,000 (spoken) words  
by Gamasutra Community [11.16.15]
"While a picture might be worth a thousand words, I have a feeling that a thousand words spoken by the right person -- someone who possesses the talent and training to properly deliver a line -- is worth even more."
Indie, Audio, Design, Production

Classic Postmortem: The making of Half-Life 2 GDMag Exclusive 5
by Brian Jacobson & David Speyer [11.16.15]
Half-Life 2 was released 11 years ago today. This postmortem from Game Developer magazine outlines Valve's decentralized design process.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

How 2 Torchlight devs used new tricks to build an old-school space game 2
by Alex Wawro [11.16.15]
How veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Don't Miss: Nintendo's Aonuma deconstructs the evolution of Zelda 10
by Staff [11.13.15]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this classic GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Unity acquires PlayStation-focused partner Engine Room Games  
by Alex Wawro [11.12.15]
Unity has taken the next step in its long-running partnership with British developer Engine Room Games, announcing today that the studio has agreed to become a permanent part of the Unity team.
Console/PC, Production

Mega Man creator Keiji Inafune on crowdfunding's unexpected side effects 3
by Chris Kerr [11.12.15]
"Once the Kickstarter began, the goal became to make the Kickstarter a success. The goal sort of shifted toward that side. All the decisions then were based on the Kickstarter, not based on Red Ash."
Indie, Production, Business/Marketing

An indie-style experiment at a AAA studio: Insomniac's Slow Down, Bull  
by Lisa Brown [11.12.15]
This postmortem, written by current indie and former triple-A dev Lisa Brown tells the story of the development of Insomniac's Slow Down, Bull -- an indie-style small game made by a big, well-known developer.
Console/PC, Design, Production, Business/Marketing, Video

Epic optimizes VR rendering in new Unreal Engine 4.10 update  
by Alex Wawro [11.11.15]
Epic Games rolled out the latest version of its engine this week, and the full Unreal Engine 4.10 update spans everything from VR performance optimizations to new rendering options for mobile games.
VR, Console/PC, Smartphone/Tablet, Production

Managing team responsibilities 3
by Gamasutra Community [11.11.15]
"You evaluate everyone's performance and correspondingly decide their salary based on this list. You can't hold people accountable for something they don't know about."
Console/PC, Production

Fright Lessons: Creating a nemesis in The Coma: Cutting Class  
by Joel Couture [11.11.15]
'I put my biggest fear into the game. I'm not scared of ghosts or fictional creatures. I'm frightened by my fellow humans. They're the scariest creatures alive.'
Indie, Design, Production, Video

Unity chasing photorealism with new reflection tech 1
by Chris Kerr [11.11.15]
Unity has released a tech demo to show of its impressive new screen-space raytraced reflection (SSRR) tech, which was previously shown at Unite earlier this year.
Console/PC, Design, Production, Video