Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
June 20, 2013





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Updates » Production
Why you should run an in-studio game jam 4
by Gamasutra Community [03.15.13]
Double Fine's Amnesia Fortnight has propelled the developer's creativity forward -- but that's far from the only reason to do an internal game jam, argues Ben Serviss.
Indie, Production

Get a job: Blizzard needs a producer for its next MMO  
by Frank Cifaldi [03.14.13]
"The ideal candidate has prior experience in game development and has a keen knowledge of how each discipline operates and interacts. Self-direction and follow-up skills are a must, as well as the ability to anticipate production issues and find effective solutions."
Console/PC, Production, Recruitment

$20K to be awarded in first ever game jam for cats 8
by Frank Cifaldi [03.14.13]
Friskies maker Purina is sponsoring what we're pretty sure is the first event of its kind: a game jam in which teams compete to make the best game (or app!) aimed at the growing feline population of game players.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production

First Unity 4 update brings iOS games to the TV 12
by Frank Cifaldi [03.14.13]
Version 4.1 of the popular Unity game engine was released Thursday which, among other enhancements, it introduces multiscreen AirPlay support, allowing iOS games to be played on a TV.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

The secrets of a successful indie collaboration 2
by Gamasutra Community [03.14.13]
It's tough to work together -- particularly remotely, as many indies do. What makes for a smooth working relationship? Here's a tale of collaboration by email going right.
Indie, Design, Production

Road to the IGF: Team Pixel Pi's Pulse Exclusive  
by John Polson [03.14.13]
2013 IGF student finalist Pulse paints a canvas not with color but with sound. It is a first person survival game where echoes trigger the now-blind player's memory.
Console/PC, Indie, Programming, Audio, Design, Production, Exclusive, Video

GDC 2013 announces winners for Game Narrative poster sessions  
by GDC Staff [03.13.13]
GDC and the Game Narrative Summit have debuted the 2013 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference in San Francisco, CA.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Blog: I went through 9 years of feature creep and lived to tell 6
by Gamasutra Community [03.13.13]
What happens over the course of a nine-year development cycle? A lot of things, and in this blog post, one indie shares the tale of the decision-making and technical evolutions he faced.
Indie, Programming, Design, Production

Ken Levine's justification for BioShock Infinite's crunch 103
by Frank Cifaldi [03.11.13]
"It's not like people love seeing their families less often, or that that doesn't cause problems. It causes problems for me, it causes problems for everyone." - Levine says that with the game's ambition, overexertion is necessary.
Console/PC, Production

Video: Hall and Romero's Doom postmortem 2
by GDC Vault Staff [03.11.13]
Designers John Romero and Tom Hall deliver a postmortem on their prolific first-person shooter, Doom, 17 years after its release in this free video lecture from GDC 2011.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Video, GDC

GDC 2013 to feature last ever Game Design Challenge, Warren Spector on narrative 6
by GDC Staff [03.08.13]
As GDC 2013 rapidly approaches, newly highlighted talks include Warren Spector on the role and potential of narrative in games and an all-star, last ever Game Design Challenge, plus a plethora of microtalks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

How the first ever Vine game trailer was crafted Exclusive 2
by John Polson [03.08.13]
We caught up with Rami Ismail of Vlambeer and Kert Gartner to find out the process behind creating the six-second Vine video game trailer for the upcoming iOS game Ridiculous Fishing.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive

The Walking Dead and the art of providing no 'good' choice GDMag Exclusive 2
by Staff [03.08.13]
In the postmortem for the March 2013 issue of Game Developer magazine, Telltale's Kevin Bruner discusses how the team tackled player choice, and taking that further than simply giving binary "good or evil" choices.
Console/PC, Social/Online, GD Mag, Design, Production, GD Mag Exclusive

The Android phones most used for games in the U.S. 1
by Gamasutra Community [03.07.13]
Smartphone publisher Animoca shares its list of the top 10 most-used Android phones it has tracked in the U.S., as well as breaking down what version of the operating system is most popular, too.
Smartphone/Tablet, Programming, Production, Business/Marketing

GDC 2013 adds localization talks on Diablo III, Resistance franchise  
by GDC Staff [03.07.13]
GDC 2013 organizers are highlighting high-profile Localization Summit sessions on Diablo III, Resistance Burning Skies, and Western games succeeding in China, along with a robust set of microtalks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

The tools and engines available now for PlayStation 4 developers  
by Frank Cifaldi [03.07.13]
Several tool-makers are shipping their products to PlayStation 4 developers today. We've rounded up all of the announcements we could find in one convenient spot.
Console/PC, Programming, Art, Design, Production

EA's LGBT event aims to be a first step toward cultural change 26
by Leigh Alexander [03.07.13]
Electronic Arts led a summit about addressing LGBTQ issues and creating a healthier game culture and community at New York City's Ford Foundation, playing host to positive discussions on diversity in game development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment

Comparing HTML5 game framework Impact with XNA 4
by Gamasutra Community [03.06.13]
Curious about Impact's HTML5 game development framework? Wondering what you'll choose when you move away from XNA? Xbox Live Indie Games developer Dave Voyles compares it to Microsoft's toolset.
Indie, Programming, Design, Production

GDC 2013 highlights developer days from Google, Unity, Intel, more  
by GDC Staff [03.05.13]
GDC 2013 organizers are highlighting more day-long sponsored developer days for the March conference, including those on the Google Cloud platform, Unity Technologies, Intel's next-generation GPUs, and more.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

'Road to the IGF' Pt. 2: more stories behind this year's top indie games  
by Staff [03.05.13]
This year's 'Road to the IGF' continues with games such as the "spaceship simulation roguelike-like" FTL by Subset Games, the one-step-a-day VESPER.5 by Michael Brough, and the multi-generational family history game 7 Grand Steps by Mousechief.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF