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December 18, 2014
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December 18, 2014
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Updates » Production
Epic seeds Unreal Engine 4 by offering it free to schools 3
by Alex Wawro [09.04.14]
Gamasutra caught up with Unreal Engine 4 GM Ray Davis to learn more about how the program works, what developers can expect to get out of it and what Epic hopes to gain.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

GDC Next adds talks on community management and proximity sensors  
by Staff [09.04.14]
The creative director of Sequence speaks about designing games for proximity-sensing tech while a panel of community managers from across the industry unite to share advice at GDC Next 2014 featuring ADC this November.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Next

Here are some of the developers making Gear VR games 3
by Alex Wawro [09.03.14]
Several notable developers have already stepped forward and pledged to build games for Samsung's smartphone-powered VR headset, which was announced today at a tradeshow in Berlin.
Smartphone/Tablet, Design, Production

Get a job: Telltale Games is hiring a UI Artist  
by Staff [09.03.14]
The studio responsible for The Walking Dead adventure games is looking to hire an experienced UI artist to work alongside the team in Telltale's San Rafael, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: Sexism and sexuality in games 37
by GDC Vault Staff [09.03.14]
Video: Dragon Age lead writer David Gaider takes a look at how romantic characters evolved from Baldur's Gate II to the Dragon Age series in this GDC 2013 talk.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Treating acceptance criteria as requirements and tests 3
by Gamasutra Community [09.03.14]
"As a tester I have many times faced the situation where I test something, find that it is not according to the requirements document, create a bug report, and then get it rejected."
Smartphone/Tablet, Production

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive

Final Fantasy creator sees room to grow in mobile game design  
by Alex Wawro [09.02.14]
Sakaguchi shares some insight into what he's learned from his transition to mobile development as Mistwalker gears up to launch its first free-to-play mobile RPG, Terra Battle.
Smartphone/Tablet, Design, Production

Get a job: Quantic Dream needs an Animation Director  
by Staff [09.02.14]
The house that built Beyond: Two Souls seeks a highly experienced animation director to supervise a team working on an unannounced project in Quantic Dream's Paris studio.
Console/PC, Art, Production, Recruitment

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Social/Online, Design, Production, Business/Marketing, Exclusive

Discovering our game's identity by losing its name 1
by Gamasutra Community [09.02.14]
"Losing the name ‘Picture This’ was a painful process, but one that’s had an enormously positive effect... we never would have considered the change has that other game not came out."
Smartphone/Tablet, Production, Business/Marketing

GDC Next reveals talks on raw game design and kid-friendly apps  
by Staff [09.02.14]
Veteran game designer Tadhg Kelly and a panel of kid-friendly app developers sign on to spice up the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Design, Production, GDC Next

Don't Miss: Valve's design process for creating Half-Life 10
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Video: #1ReasonToBe inspires European devs at GDC Europe 2014  
by Staff [08.29.14]
GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, GDC Europe

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [08.29.14]
The house that built InFamous: Second Son is looking to hire an experienced mission designer to take a lead role alongside the team in Sucker Punch's Bellevue, WA studio.
Console/PC, Design, Production, Recruitment

Parodying Final Fantasy in a game jam: Rude Bear RPG 1
by Gamasutra Community [08.29.14]
"I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasn’t going to be a Final Fantasy parody."
Console/PC, Indie, Art, Design, Production

Making an effective tutorial 2
by Gamasutra Community [08.28.14]
How to tutorial: "Like everyone else, I hate tutorials. Eventually over several iterations, I settled on a much more decentralized tutorial system."
Console/PC, Indie, Design, Production

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault