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April 18, 2014
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April 18, 2014
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Updates » Production
Postmortem: Triple.B.Titles' Ring Runner 5
by Gamasutra Community [02.10.14]
From sales stats to design and production, this postmortem shares the story of a game that blends "the action game play of a space shooter with the storyline and customization of an RPG."
Console/PC, Indie, Design, Production, Business/Marketing

Catlateral Damage: Creating rooms for cats to play in  
by Gamasutra Community [02.10.14]
"Rather than create new rooms from scratch, tweak them, and create new UVs and textures each time, I created several simple wall pieces that can be used like LEGO pieces over and over."
Console/PC, Indie, Art, Design, Production

Blog: How the mobile web will displace app stores 9
by Gamasutra Community [02.10.14]
"App store alternatives are starting to emerge. And I firmly believe the mobile web will be the next great platform for casual gaming."
Smartphone/Tablet, Programming, Production, Business/Marketing

Optimization tips and tricks for ShiVa 2
by Gamasutra Community [02.07.14]
Getting a game running smoothly on a low-powered device can be a challenge. This post covers one developer's ShiVA workflow, showcasing how he crunched polys and got his game running fast.
Indie, Programming, Art, Production

Get a job: 2K is hiring a Lead Mission Designer  
by Staff [02.07.14]
2K is looking to hire an experienced hand to serve as Lead Mission Designer on a AAA console development project in its Novato, CA office.
Console/PC, Design, Production, Recruitment

GDC 2014 adds talks on Plants vs. Zombies 2, Forza 5  
by GDC Staff [02.07.14]
This year's GDC talks include a behind-the-scenes at the art design of Plants vs. Zombies 2, a discussion of how Turn 10 accurately modeled real cars in Forza Motorsport 5, and more.
Console/PC, Art, Design, Production, GDC

Call of Duty shifts to 3-year dev cycle, 3 lead studios 14
by Christian Nutt [02.06.14]
In today's financial results call, Activision announced that three studios will build the series' games on three-year cycles across three sub-brands, with Sledgehammer Games leading 2014's title.
Console/PC, Production, Business/Marketing

GDC 2014 announces winners for Game Narrative poster sessions  
by GDC Staff [02.06.14]
GDC and the Game Narrative Summit have revealed the 2014 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Double Fine's Amnesia Fortnight game jam is back  
by Staff [02.06.14]
A lot of studios do internal game jams, but typically, they keep them very internal. For Double Fine, the two-week Amnesia Fortnight game jam is more of a public affair.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video

Ken Levine joins GDC 2014 speaker lineup to talk about 'Narrative Legos' 5
by GDC Staff [02.06.14]
Irrational Games co-founder Ken Levine is coming to GDC 2014 to give a talk about how we can and should be building non-linear, replayable game sequences that can be combined like narrative Legos.
Console/PC, Design, Production, GDC

Making a mobile tower defense with global appeal: OMG: TD!  
by Gamasutra Community [02.06.14]
The story of a Shanghai-based studio of Western industry vets big mobile game gamble -- including making a success of it in the competitive Chinese app market.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Mobile Games

Ted Price explains the Insomniac approach to creative leadership 13
by Christian Nutt [02.05.14]
Ted Price has let go of the hands-on creative reins at Ratchet & Clank developer Insomniac Games -- and at DICE 2014, he explained what true leadership of a studio should be.
Console/PC, Production

Solving 2.5D rendering challenges in Lovers in a Dangerous Spacetime 4
by Gamasutra Community [02.05.14]
A technique for 2.5D rendering in Unity: "Our solution was simple. In Maya, we would combine all the quads into a single mesh and that would solve all of our problems."
Console/PC, Indie, Programming, Art, Production

GDC 2014 adds talks from devs of Ryse, Saints Row, Dead Space  
by GDC Staff [02.05.14]
Today’s highlights include Crytek’s lessons learned from Ryse, tips on maxing productivity without torpedoing creativity from the folks who made Call of Duty: Modern Warfare 3, and more.
Console/PC, Production, Business/Marketing, GDC

Watch DICE Summit sessions streamed live  
by Staff [02.05.14]
The annual DICE Summit is in Las Vegas this week, and starting today at 9:30 a.m. PST (12:30 p.m. EST), the event will be streamed via Twitch.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video

GDC 2014 adds new QA Summit talks from Google, 5th Planet and more  
by GDC Staff [02.04.14]
Game Developers Conference 2014 organizers have revealed a few new QA Summit talks for the March conference, including sessions explaining how to launch your own QA department, how to test mobile apps the Google way, and much more.
Console/PC, Smartphone/Tablet, Production, GDC

What are Zynga's plans for 2014? We go to the source  
by Christian Nutt [01.31.14]
Gamasutra interviews Clive Downie, the company's newly-installed COO, to find out what the NaturalMotion acquisition means and how the company hopes to find broad mobile success.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

Video: how Western games succeeded in Japan, circa GDC 2004  
by GDC Staff [01.31.14]
Ryoichi Hasegawa discusses how Sony localized Crash Bandicoot and Ratchet & Clank for Japan, examines GTA3 and Medal of Honor's success, and offers tips for making games for the Japanese market.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, Video

How to start, publish, and fail in one week 11
by Gamasutra Community [01.31.14]
Rohan Wadsworth learned a lot when taking time off from work to pursue a quick bit of game development, quickly creating Swipe It. He shares that short journey here.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Popular #1ReasonToBe panel returns to GDC 2014  
by GDC Staff [01.30.14]
GDC organizers highlight the return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC