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June 26, 2016
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June 26, 2016
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Updates » Production
Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The game developer's toolbox (for students) 6
by Gamasutra Community [04.12.16]
A good list of basics -- for novices and anybody else: "This is a list of things that will hopefully stop budding game developers from reinventing the wheel and tumble into pitfalls that others have already been in."
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Insomniac's postmortem of the original Ratchet & Clank 2
by Ted Price [04.11.16]
'We called the concept "I5" (for Insomniac game #5), and the main character was a human girl with a staff,' writes Insomniac's Ted Price in a classic postmortem of the studio's first Ratchet & Clank.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

10 tips for working with someone else's IP 2
by Gamasutra Community [04.11.16]
"iLogos has been developing games based on existing IP for the past three years on behalf of several big name publishers such as EA and Rovio. Here’s what we’ve learnt over the past few years."
Smartphone/Tablet, Production, Business/Marketing

A personal quest to save Star Ocean, and maybe the JRPG genre 9
by Christian Nutt [04.08.16]
"Once you finish, it stays with you, in your memory -- it becomes a part of your experience. I feel that JRPGs won't change as long as that doesn't change." - Star Ocean 5 producer Shuichi Kobayashi.
Console/PC, Design, Production, Business/Marketing

Luring players back to a game they thought was dead: Tribes: Ascend 1
by Christian Nutt [04.08.16]
“This is how big of a change we’re willing to make to the game, so come back, talk about it, give us other ideas, you know?” - Tribes: Ascend creative director Sean McBride
Console/PC, Design, Production, Business/Marketing

Don't Miss: This in-depth procedural dungeon generation algorithm 24
by Gamasutra Community [04.08.16]
In this classic blog post one dev explains a simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Get a job: Be a Senior Game Developer at Glu Mobile  
by Staff [04.07.16]
Kim Kardashian: Hollywood maker Glu Mobile is hiring an experienced mobile game developer to take a senior role on a new Car Town game at Glu's office in Long Beach, California.
Smartphone/Tablet, Design, Production, Recruitment

Video: The things you learn from playtesting Skylanders with kids  
by Staff [04.06.16]
At GDC 2014, Activision Blizzard's Gareth Griffiths outlines how his team ran successful playtests with children, and techniques the Skylanders team developed to collect and make sense of the data.
Console/PC, Smartphone/Tablet, Production, Video, Vault

DevOps in game dev: (Blameless) retrospectives  
by Gamasutra Community [04.06.16]
"It's a team meeting in which you all discuss an event, including summarizing (or detailing) what happened, what the effects were, any successes or failures, and any work or process changes you want to make as a result of it."
Console/PC, Indie, Programming, Production

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Sony staffer crafts custom PS4 gamepad for player with cerebral palsy 1
by Alex Wawro [04.05.16]
A PlayStation 4 owner in New Jersey who lives with cerebral palsy recently received a custom DualShock 4 gamepad that had been modified by a PlayStation employee to match the player's unique needs.
Console/PC, Production

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015, Sony Santa Monica's David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of the idiosyncratic game Hohokum with its developers.
Console/PC, Indie, Audio, Design, Production, Video

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

To build a new Baldur's Gate, Beamdog had to reverse-engineer the original  
by Alex Wawro [04.01.16]
After more than a decade, there's a new Baldur's Gate game out this week -- sort of. In a chat with Kotaku, Beamdog opens up about how & why it reverse-engineered the original to build fresh content.
Console/PC, Production

Maybe it's time to kill your game and move on: Supercell on cutting its losses 14
by Kris Graft [04.01.16]
Supercell is super-good at failing at making successful games. Yet when the company does make a hit, it hits big.
Smartphone/Tablet, Design, Production

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize it’s like we’re more on a crusade to put the narratively interesting parts of the world. We don’t care about atoms and stuff."
Console/PC, Indie, Design, Production