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March 29, 2015
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March 29, 2015
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Updates » Production
GDC Education Summit tackles socially responsible game education  
by Staff [12.12.14]
At GDC 2015, Northeastern University's Gillian Smith and USC's Jane Pinckard share what they've learned in trying to address design inclusivity issues in the curriculum of a game education course.
Serious, Production, GDC

Graphics performance makes the user experience on mobile...good or bad 1
by Gamasutra Community [12.12.14]
"Let's take a brief look on performance issues and what sort of things you can do to improve it. The easiest way to do this will be by approaching it through testing on real devices."
Smartphone/Tablet, Production

Blog: An agile process that worked well 9
by Gamasutra Community [12.11.14]
"Why does this work? Solid teams who embrace this pattern know that every three weekends they can potentially go home early, and not have to worry about anything breaking."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Sony UK boss on Driveclub: 'All you can do... is say sorry' 2
by Christian Nutt [12.10.14]
"It certainly wasn’t any ill-intention on behalf of the team. It’s ambitious as a game; they’re as embarrassed as we are and all you can do in those situations is say sorry."
Console/PC, Production, Business/Marketing

Don't Miss: Inside Valve's 'Cabal' design process for Half-Life 12
by Ken Birdwell [12.10.14]
In this classic article, Valve details the design process and teamwork – or "Cabal process" — that turned the initial, less than impressive version of Half-Life into a groundbreaking success.
Console/PC, Design, Production

Why hasn't China produced a Blizzard yet? One local dev's take 2
by Gamasutra Community [12.10.14]
"I mean there has been a gap of 20 years in game design between China and foreign countries, and fundamental technologies here are ten years behind," one dev says.
Console/PC, Production

Witcher devs: 'The market is afraid of badly polished games' 6
by Alex Wawro [12.10.14]
CD Projekt Red has delayed the launch of its upcoming RPG The Witcher 3 multiple times, but the most recent delay is a response (at least in part) to a market reeling from troubled AAA game launches.
Console/PC, Production

Making a game in 1993: A look back at the Amiga 500 22
by Gamasutra Community [12.09.14]
A look back at the Amiga 500, a classic PC embraced by the European development scene in the 1990s, and what sprung from this fertile ground, as limited as it may have been.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History

Come to GDC 2015 for expert tips on leading high-performance dev teams  
by Staff [12.08.14]
Ubisoft Montreal's Madelaine Beermann has years of leadership experience in just such a job, and in March she'll be giving an expert talk on leading high-performance teams at GDC 2015.
Console/PC, Production, GDC

Laying 'tractor tracks' in game dev: The good and bad  
by Gamasutra Community [12.08.14]
"Every studio has their own set of tracks that has been cultivated over the years. As mentioned, some of them will be very helpful but a lot of them will get in the way of improving."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

When big games launch badly: Breaking the 'vicious cycle' Exclusive 25
by Alex Wawro [12.08.14]
A fresh look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

Blog: Set achievable goals to avoid over-engineering your game  
by Gamasutra Community [12.05.14]
Drawing on his own experience developing Ludus, one programmer showcases the production benefits that come from regularly building prototypes of subsystems within your actual game prototype.
Indie, Production

New Eidos engine built to power upcoming Deus Ex games 12
by Alex Wawro [12.04.14]
Square Enix subsidiary Eidos Montreal has built the Dawn Engine, a new engine designed for PC and console game development, as it moves forward making games tied to its Deus Ex franchise.
Console/PC, Production

Tips for creating the mobile game sequel your players want 3
by Gamasutra Community [12.04.14]
"We live in the time of rapid technology advancement. Considering that it’ll take you 6 months or more to launch a sequel after the original game, your second product should be optimized in accordance."
Smartphone/Tablet, Design, Production

Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A design.
Console/PC, Design, Production

Autodesk makes game dev tools free to schools, students worldwide 7
by Christian Nutt [12.03.14]
Maya, 3ds Max, and many other game dev tools are now free to students and teachers at secondary and university levels.
Console/PC, Smartphone/Tablet, Indie, Serious, Art, Production, Student/Education

Get a job: GREE needs an Engineering Director for a new RPG  
by Staff [12.03.14]
Mobile game giant GREE is looking for an experienced hand to manage the leadership, recruitment and training of a team of engineers working on a mobile RPG in the company's San Francisco, CA office.
Smartphone/Tablet, Production, Recruitment

Make time to play the 2015 Train Jam games at GDC 2015 1
by Staff [12.03.14]
There's another Train Jam happening on the way to GDC next year, and GDC 2015 officials are providing a dedicated space where devs can display the games they've made during the jam.
Indie, Production, GDC

Q&A: Maniac Mansion creators stick to their roots with new adventure game 2
by Konstantinos Dimopoulos [12.02.14]
With traditional and particularly exciting adventure Thimbleweed Park doing impressively well on Kickstarter, we thought we'd ask creators (and legendary Maniac Mansion duo) Ron Gilbert and Gary Winnick a few things.
Console/PC, Indie, Design, Production, Business/Marketing