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Updates » Production
Riot creating its own 'direct network' for League of Legends traffic 6
by Phill Cameron [01.06.15]
UPDATE League of Legends creator Riot Games has announced development of its own "direct network" in the US and Canada, working with ISPs to reduce ping and packet loss for players.
Console/PC, Production, Business/Marketing

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Phantom Compass [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Using software development practices for games: Can MVC/MVVM work? 5
by Gamasutra Community [12.31.14]
"Are they good for game development? Do they bring any additional complexity? Do they solve any problems better than the current approach?"
Console/PC, Social/Online, Indie, Programming, Design, Production

Best of 2014: 7 truths about indie game development 42
by Gamasutra Community [12.29.14]
"All you can do is get started, keep trying and do what it takes to make sure you can keep trying. Keep getting better at this. Believe that you will get there in the end."
Indie, Production, Business/Marketing

Best of 2014: Should you upgrade your game for free? We are - here's why 14
by Gamasutra Community [12.26.14]
"It will be free to current owners. It will be an in-place upgrade, delivered through existing channels. It won't break any of the old stuff... [But] not everyone can or even should do the weird crazy things we do."
Console/PC, Indie, Production, Business/Marketing

When hiring an artist, here's what to keep in mind 30
by Gamasutra Community [12.26.14]
Attorney Zachary Strebeck takes a look at how artists are compensated: "I decided to reach out to a few freelance game artists that I know and get their opinions on a few issues regarding payment for their work."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Get a job: Zenimax's Battlecry Studios seeks a Server Engineer  
by Staff [12.24.14]
Zenimax Media's Austin-based Battlecry Studios (working on their debut game Battlecry, of course) seeks an experienced server engineer to help coordinate back-end technology development.
Console/PC, Production, Recruitment

Best of 2014: How long does it take to make an indie game? 21
by Gamasutra Community [12.24.14]
Inside a well-documented project: "I can tell you that over the course of 600 days, Tower of Guns took precisely 3850 hours and 5 minutes to develop."
Console/PC, Indie, Production

Best of 2014: How to avoid becoming a stressed out loner 21
by Gamasutra Community [12.24.14]
"The crux of this is really about how work and technology can intrude into our lives in a detrimental way. I think that people in the game industry are more susceptible to these pitfalls."
Indie, Production

The reality of distributed development, not the buzzword 8
by Gamasutra Community [12.24.14]
Relic Entertainment development director Diber Mann takes a look at how true distributed development can be achieved, rather than just outsourcing -- and what the difference is.
Console/PC, Production

Q&A: Emotional game design with D4 developer SWERY 6
by Alex Wawro [12.23.14]
Hidetaka "SWERY" Suehiro chats with Gamasutra about the development of D4, his thoughts on evoking empathy from players and how developers can make better games through "sensory replication."
Console/PC, Design, Production

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Thank God I'm an Indie Dev 5
by Gamasutra Community [12.22.14]
"I'm lucky to work at an awesome company that encourages creativity and independence... they believe it creates a stronger, more creative company with tremendous energy."
Indie, Production

Blog: How we attacked Early Access - The good, bad, and ugly 14
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didnít deceive them into doing it either."
Console/PC, Indie, Production, Business/Marketing

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Console/PC, Indie, Programming, Design, Production

From console to mobile: 38 days later 7
by Gamasutra Community [12.18.14]
"I am 38 days into mobile. Are my 20 years of console experience applicable to mobile? What are the differences between console and mobile? What is it like to be a mobile producer?"
Console/PC, Smartphone/Tablet, Production

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production