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May 5, 2016
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Updates » Production
GDC 2016: Amazon & Unity show you how to better use their game engines  
by Staff [02.29.16]
Game Developers Conference organizers are excited to highlight some promising day-long sponsored developer days for GDC 2016 next month from Amazon and Unity about their respective game engines.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production, GDC

How feedback from eSports pros improved a casual matching game  
by Lena LeRay [02.29.16]
Intropy Games wanted their casual matching title Astral Breakers to be competition-friendly. So they took an early build to fighting game tourneys, and got valuable feedback from eSports pros.
Indie, Design, Production, Video

Alt.Ctrl.GDC Showcase: Genualdi, Lam, and Yi's Crank Tank 2
by Chris Baker [02.26.16]
"Instead of moving around a joystick to drive a tank, players have to actually turn the tank's treads using a pair large hand cranks made out of 3/4'' Baltic birch wood."
Indie, Design, Production, Video, GDC

Don't miss: How Superhot (and 6 more games) grew from jam prototypes 7
by Bryant Francis [02.26.16]
"We’ve collected a sampling of game jam-derived titles that hit big in 2015. Each offers lessons in marketing, design, and even how the format of a jam can foster compelling designs."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Wasteland: Developing an open-world RPG in 1988  
by Christian Nutt [02.26.16]
"Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series."
Console/PC, Programming, Design, Production, History

GDC: Learn why Supercell thinks quality is worth killing (games) for 2
by Staff [02.26.16]
With GDC 2016 around the corner, organizers want to give you a quick heads-up about a cool talk from a Supercell dev about why it's important for developers to know when, and how, to kill projects.
Console/PC, Social/Online, Smartphone/Tablet, Production, GDC

Blog: 10 easy steps to becoming an indie game dev 44
by Gamasutra Community [02.26.16]
"Recently on Facebook, a friend asked openly how he should get started making his idea for a game. Many of the comments by folks involved storylines, design docs, progression trees, etc. This is BS."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

35 years ago, Pac-Man's creator was struggling to realize his vision 1
by Christian Nutt [02.25.16]
"When I made Pac-Man, I strongly believed that the time had come for video games to become more than they were... But the newer your ideas, the more work it takes to make others see your vision."
Console/PC, Production, Business/Marketing

Video: Molyjam: How Twitter jokes can save video games  
by Staff [02.25.16]
In two weeks, a modest plan for a local game jam based on parody tweets exploded into an international event, with over a thousand people participating in more than 30 cities worldwide.
Console/PC, Indie, Production, Business/Marketing, Video

Don't miss: Superhot dev Piotr Iwanicki on the game's inspiration and success 3
by Staff [02.25.16]
Speaking to Gamasutra by e-mail, director Piotr Iwanicki broke down his thoughts on Superhot's path to release, and what lessons transfer from Flash game development to other forms of game design.
Console/PC, Indie, Design, Production

Check out these can't-miss expert VR talks during VRDC at GDC 2016  
by Staff [02.25.16]
With GDC 2016 right around the corner, organizers are proud to quickly highlight some of many great talks from Oculus, Epic and others at the inaugural Virtual Reality Developers Conference in March.
VR, Programming, Art, Audio, Design, Production, GDC

How Ubisoft builds giant games using giant teams Exclusive 1
by Alex Wawro [02.25.16]
Ubisoft Montreal's Chadi Lebbos chats with Gamasutra about, among other things, how the company's global patchwork of studios try to collaborate on big games without wanting to kill each other.
Console/PC, Production, Exclusive

Video: BioWare's Cameron Harris: You Need an Editor!  
by Staff [02.24.16]
Books, films and TV shows all have editors, and so should video games. So says BioWare editor Cameron Harris, who breaks down how editors add value to projects, teams, and companies.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Don't miss: The origin of Superhot as a jam game 5
by IndieGames.com [02.24.16]
This reprint from sister site IndieGames.com catches up with Superhot creative director Piotr Iwanicki to trace the origins of the buzz-worthy shooter -- which is out tomorrow.
Console/PC, Indie, Design, Production

DevOps in game dev: The philosophy  
by Gamasutra Community [02.24.16]
"Your situational awareness of your work processes and work environment will improve and you'll get more adroit at recognizing problems and being creative in finding solutions."
Social/Online, Smartphone/Tablet, Production

6 ways to make your game more appealing to speedrunners  
by Bryant Francis [02.24.16]
The makers of Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge share tips on how to design a gameplay features that are catnip to the speedrunning community.
Programming, Design, Production, Business/Marketing

Game jams: Getting past the fear 3
by Gamasutra Community [02.24.16]
"Game Jams are not a competition. They’re about getting together, making something interesting, and seeing where it takes you! Along the way you can meet new people, make new friends, learn a great new skill."
Console/PC, Indie, Production

Fallout 4's Todd Howard: DLC comes from internal game jams, and it sells great  
by Christian Nutt [02.23.16]
Fallout 4 has been a massive success, and part of that, says Bethesda Game Studios director Todd Howard, is thanks to the studio's jam-focused culture.
Console/PC, Production, Business/Marketing

The imposter's guide to taking feedback 5
by Tanya X. Short [02.23.16]
Putting your unfinished work in the hands of a stranger can make you feel incredibly vulnerable. But running and digesting playtests is a skill that dramatically increases your usefulness as a designer.
Console/PC, Indie, Design, Production

A look behind the scenes of Portal  
by Christian Nutt [02.22.16]
A new video shows Portal's evolution -- across many early builds -- from the student game Narbacular Drop to the polished Valve hit it ultimately became.
Console/PC, Design, Production, Video