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September 2, 2015
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September 2, 2015
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Updates » Production
Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

GDC Europe: Learn how Epic is openly developing Unreal Tournament  
by Staff [06.09.15]
Come to GDC Europe 2015 this August to hear Epic Games' Jim Brown explain the harsh lessons the storied studio learned while experimenting in open development of Unreal Tournament.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, GDC Europe

Postmortem: Oculus MobileVR jam grand-prize winner, SteamCrew VR 1
by Gamasutra Community [06.09.15]
Jean-Edouard Fages, one of the developers of $200,000 platinum prize-winner SteamCrew VR, recounts what worked over its week-long dev process -- and what did not.
Console/PC, Indie, Design, Production, VR

Tracking dependency for safer scoping 1
by Gamasutra Community [06.09.15]
"Its not possible to foresee everything that will occur during development, and so we have to accept that were going to have to scope something back. The bigger problem here though, is one of dependence."
Console/PC, Production

Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production

Taking a game and making it better: Our incremental approach to improvement 5
by Gamasutra Community [06.08.15]
"You should not be afraid to throw away months of work in case that new, better ideas show up. In most cases, it pays off.
Console/PC, Indie, Design, Production

Don't Miss: The pro who fan-translated Nintendo's Mother 3 Exclusive 5
by Simon Parkin [06.05.15]
20 years ago today, Earthbound saw U.S. release. The sequel never came over, so pro translator Clyde 'Tomato' Mandelin took it upon himself to create a fan translation. This is his story.
Console/PC, Production, Exclusive

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Exorcising game development demons with The Magic Circle 2
by Phill Cameron [06.05.15]
We talk to Question, made up of Jordan Thomas, Kain Shin and Stephen Alexander, about The Magic Circle, and how it exposes the frustrations of game development.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Get a job: Schell Games seeks an experienced Producer  
by Staff [06.04.15]
Enemy Mind developer Schell Games is looking for an experienced producer with an understanding of Scrum and Agile methodologies to join the team at its Pittsburgh, PA studio.
Console/PC, Production, Recruitment

Attend GDC Europe for data-driven advice on using IAP like a champ  
by Staff [06.04.15]
From designing sustainable in-app purchase systems to knowing when to license technology, these GDC Europe 2015 talks are all about equipping you to make good business decisions as a game maker.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Europe

An industry lifecycle 10
by Gamasutra Community [06.04.15]
Raph Koster on how platforms arise and are defined: New platforms are "distinguishing characteristic is that it is worse at the old sorts of games than the existing platforms, but better at something new."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Jamming with teachers: A schoolhouse game jam 1
by Gamasutra Community [06.04.15]
"Have a teacher on each jam team with an actual classroom problem they are trying to tackle, come up with a game solution for said problem, and have the teacher present on the jam team the whole time."
Indie, Production

10 things you should know about ... designers 23
by Gamasutra Community [06.03.15]
When working with designers, here's a short but crucial list of things to know -- "what we feel and hide from each other as we collaborate on a game."
Console/PC, Design, Production

The fine details of building a small-scale, exploratory platformer for mobile 3
by Gamasutra Community [06.03.15]
An in-depth postmortem of Nubs' Adventure, a charming 2D platformer for mobile -- with detailed breakdowns of how the production went, including time spent developing.
Smartphone/Tablet, Programming, Art, Design, Production


How Insomniac squeezed last-gen tech to build the open-world Sunset Overdrive  
by Bryant Francis [06.03.15]
How did the team at Insomniac Games tackle building open-world shooter Sunset Overdrive using a last-gen engine? This informative look back shares design and coding tips aplenty.
Console/PC, Programming, Design, Production

Don't Miss: How the developers of New Vegas took back Fallout 17
by Chris Remo [06.02.15]
In this important 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting New Vegas and returning to their heritage.
Console/PC, Design, Production

Riot and the makers of Hitman share production tips at GDC Europe  
by Staff [06.02.15]
The developers behind both League of Legends and the upcoming Hitman game will offer practical production advice and behind-the-scenes looks at their work during GDC Europe in Germany this August.
Console/PC, Social/Online, Programming, Design, Production, Business/Marketing, GDC, GDC Europe

The making of Flight of the Amazon Queen, a 20th anniversary retrospective 11
by Gamasutra Community [06.02.15]
A detailed look back at the development 1995 adventure hit from one of its lead creators -- a retro postmortem of an independently created PC hit, with details on every aspect of its creation.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing